X-Git-Url: http://git.shiar.net/nemesis.git/blobdiff_plain/80fc412cfe5e0d5b551945794a5dbb7f561aa6ee..d9b0c58707c22850a104a8bb3789abb53ff109c9:/nemesis.z80 diff --git a/nemesis.z80 b/nemesis.z80 index a45c13c..31cf27c 100644 --- a/nemesis.z80 +++ b/nemesis.z80 @@ -1,22 +1,15 @@ -;------------------------------------------------------------------------------ -;---------------------- NEMESIS ----------------------------------------------- -;------------------------------------------------------------------------------ - -; Title : Nemesis -; Version : 0.96 -; Release Date : 30.X.99 -; Filename : nemesis.86p (5kb) -; Author(s) : Shiar -; Email Address : shiar0@hotmail.com -; ICQ ; #43840958 -; Web Page : www.shiar.org -; Description : cool arcade-shoot-em-up-game -; Where to get this game : www.shiar.org | www.ticalc.org -; Other games by author : Worm - -; ABOUT: This source should only be used for learning practises, do not -; alter it, and certainly do not distribute an altered version!! -; NOTE: &&& marks uncertainties or things to optimize +;---------------------------------------------------------------------------- +;---------------------- NEMESIS --------------------------------------------- +;---------------------------------------------------------------------------- + +;by SHIAR | shiar0@hotmail.com | icq#43840958 | www.shiar.org + +;Description : cool arcade-shoot-em-up-game +;Other games by author : Worm +;This source should only be used for learning practises, do not +;alter it, and certainly do not distribute an altered version!! + +;&&& marks uncertainties or things to optimize ;---------------------- nemesis.z80 start ----------------------------------- @@ -30,79 +23,69 @@ #define psh push ; ^:D #define dnz djnz ;Dec&Jump while NonZero becomes Do w.Non-Zero -TEXT_MEM = _textShadow ;167 bytes ($A7): C0F9-C1A0 -_clrWindow = $4a86 ;a new procedure from AsmStudio86 inc. files -_ex_ahl_bde = $45f3 -_shracc = $4383 -_dispahl = $4a33 -_asapvar = $d6fc +dispbuffer = $81FA ;= $C9FA ;virtual screen +;VIDEO_MEM = $FC00 ;tha big scareen +TEXT_MEM = _textShadow ;text buffer; C0F9-C1A0 (167/$A7 bytes) + +_clrWindow = $4a86 ;_clrLCD and _clrScrn +_ex_ahl_bde = $45f3 ;exchange values between AHL and BDE +_shracc = $4383 ;like _shlacc but just the opposite :P +_dispahl = $4a33 ;display value in ahl <100000 (cheap TI) +_asapvar = $d6fc ;our own variable name (likely "nemesis") -storepos = _asm_exec_ram+6000 ;120 OF 165 -storepos2 = _asm_exec_ram+6200 ;141 OF 167 +storepos = _asm_exec_ram+7000 ;120 OF 165 +storepos2 = _asm_exec_ram+7200 ;141 OF 167 9000 BYTES ;---------------------- in-game vars ---------------------------------------- -just_fired = storepos+2 ; +2 ;counts how long a blast lasts -curline = storepos+2 ; +2 ;used to display SFX -menuitem = storepos+2 ; +2 ;used to store menu location -hiscorepos = storepos+2 ; +2 -RanPos = storepos+3 ; +3 ;used for making random values -timer = storepos+4 ; +4 ;frame counter - ;--------YOU -x = storepos+5 ; +5 ;your ship's position -y = x+1 ; +6 ;your y-pos -firex = y+1 ; +7 ;(1 byte) -firey = firex+1 ; +8 ;(1 byte) - ; ** - ;--------LEVEL -eventtime = storepos+10 ;+10 ;enemy frequency -eventleft = eventtime+1 ;+11 ;nr. of enemies still to come -nextevent = eventleft+1 ;+12 ;time to next event -level_enemy = nextevent+1 ;+13 ;enemy type -level_info = level_enemy+1 ;+14 ;info (see below) -level_move = level_info+1 ;+15 ;= -level_fire = level_move+1 ;+16 - ; ** - ;--------OBJECTS +just_fired = storepos ; +0 ;counts how long a blast lasts +menuitem = storepos ; +0 ;used to store menu location +hiscorepos = storepos ; +0 ;entering hiscore name + ; ;--------YOU +x = storepos+1 ; +1 ;your ship's position +y = x+1 ; +2 ;your y-pos +firex = y+1 ; +3 ;(1 byte) +firey = firex+1 ; +4 ;(1 byte) + ; ;--------LEVEL +eventleft = storepos+5 ; +5 ;nr. of enemies still to come +nextevent = eventleft+1 ; +6 ;time to next event +level_enemy = nextevent+1 ; +7 ;enemy type +level_info = level_enemy+1 ; +8 ;info (see below) +level_move = level_info+1 ; +9 ;= + ; ;--------OBJECTS spacespace = storepos+19 ;+19 groundinfo = spacespace+1 ;+20 groundpos = groundinfo+1 ;+21 $10 ceilingpos = groundpos+16 ;+37 $10 - ; ^^ ;--------STARS + ; ;--------STARS stars1 = ceilingpos+16 ;+53 stars2 = stars1+1 ;+54 nrstars1 = 7 starx1 = storepos+55 ;+55 nrstars2 = 7 starx2 = starx1+(nrstars1*2) ;+69 - ; ^^ ;--------MULTIPLES -mx = starx2+(nrstars2*2) ;+83 ;position of multiple#1 -my = mx+1 ;+84 ;multiple y-pos -m2x = my+1 ;+85 -m2y = m2x+1 ;+86 -your_locpos = m2y+1 ;+87 ;position in your_prevpos tabl -your_prevpos = your_locpos+1 ;+88 ;save previous positions (32d) + ; ;--------MULTIPLES +your_prevpos = starx2+(nrstars2*2) ;+87 ;save previous positions (32d) +mm = 4 ;^-----------------------------------<1 ;-120=$78 enemies = storepos2 ; +0 ;info about each enemy -enemysize = 7 ;infobytes per enemy +enemysize = 9 ;infobytes per enemy nrenemies = 16 ;max. nr of enemies ybullets = enemies+(nrenemies*enemysize) ;60 bytes = 20(state,damg,x,y) -nrybuls = 32 ; +80\ +nrybuls = 64 ; +80\ ebullets = ybullets+(nrybuls*4) ;+110 ;30 bytes = 10(state,x,y) nrebuls = 16 - -ybuls = ebullets+(nrebuls*3) ;+140 -maxbullets = 32 +lvlenemies = ebullets+(nrebuls*3) ;^-----------------------------------<2 ;-141=$8D ;level_info: -; [0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] +; [0000:damage 0:diagfire 0:ground 0:ceiling 0:-] ;enemies: ; [HP64] [000000:HP left 00:(00=no enemy 01=exploding 10=normal 11=moving)] -; [ship type or explosion frame] [x] [y] [move] [fire] +; [ship type or explosion frame] [x] [y] [movetype] [movecounter] [firecounter] [firefreq] ;---------------------- introduction ---------------------------------------- @@ -112,7 +95,7 @@ maxbullets = 32 .dw Title ;pointer to description (all shells) .dw Icon ;pointer to YAS icon -Title: .db "Nemesis v0.96 by Shiar",0 +Title: .db "Nemesis v0.98 by SHIAR",0 Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes .db %11100000 ; ███ @@ -126,24 +109,21 @@ Icon: .db 8,1 ;icon for YAS: width = 1byte; height = 9bytes ;---------------------- init ------------------------------------------------ -level_name: .db 8,"nemesis0" - -int_handler: - ex af,af' - in a,($03) - bit 3,a - jp z,$0039 - res 0,a - out ($03),a - jp $0039 +int_handler: ;new interrupt proc + ex af,af' ;just af only (no need for exx) + in a,($03) ;read bit 3 port 3 + bit 3,a ;is ON key pressed? + jp z,$0039 ;no: np, return + res 0,a ;yes: then we have a problem (freeze), so... + out ($03),a ;...mask the ON key interrupts! + jp $0039 ;all done, return int_end: init: cal BUSY_OFF ;turns the run-indicator off, obviously cal _clrScrn ;clean the screen xor a ;ld a,0 - ld (iy+13),a ;don't affect TEXT_MEM and don't scroll screen + res 2,(iy+13) ;don't scroll the screen cal _flushallmenus ;remove TI menus - ld (_asapvar+1),a ;Asm( thinks it's the first time it runs Nems. FixKeys: ;fixes some key problems like left+down bug im 1 @@ -156,7 +136,7 @@ FixKeys: ;fixes some key problems like left+down bug dec a ;ld a,$D3 ld (hl),a ldir - ld hl,int_handler + ld hl,int_handler ;new interrupt handler ld d,a ld e,a ;ld de,$D3D3 ld bc,int_end-int_handler @@ -176,30 +156,28 @@ AboveLogo: ld (de),a ;clear/n byte inc de ;next dnz AboveLogo ;repeat for the first line - ld bc,16*19 ;logo size ldir ;display one line of logo - ld hl,VIDEO_MEM+(16*$39)+4 ;$39 rows down, 4 cols right (4*8=$20) - ld b,8 ;draw 8x one byte = 8*8 = 64 pixels wide + ld hl,16*$33+VIDEO_MEM ;$33 rows down + ld b,16*7 ;draw black 7 lines ld a,%11111111 ;horizontal line mask underline: ld (hl),a ;draw one piece of the divider-line inc hl ;move right (8 pixels = 1 byte) dnz underline ;repeat - set 3,(iy+5) ;set white on black - ld hl,$3320 ;near the bottom of the screen - ld (_penCol),hl - ld hl,txt_about ;display version and author (yes, that's me!) - cal _vputs ;useful procedure if you want to display somtn - res 3,(iy+5) ;return to default black on white - - ld hl,$3a1e ;below previous stuff + ld hl,_txt_email ;at the very bottom of tha screen ld (_penCol),hl ld hl,txt_email ;hey, my e-mail address so SEND ME SOMETHING!! cal _vputs ;VERY important, so display in small font ?:} + set 3,(iy+5) ;set white on black + ld de,_txt_about ;near the bottom of the screen + ld (_penCol),de ;hl=txt_email++=txt_about + cal _vputs ;display version + me + res 3,(iy+5) ;return to default black on white + dispmenu: ld de,$0304 ld (_curRow),de @@ -241,20 +219,24 @@ menuloop: cp K_DOWN jr z,menuchange cp K_EXIT - jp z,game_over_nopop - ld hl,_invert + jr z,menuexit cp K_F1 - cal z,undo_invert - cp K_F2 cal z,do_invert + cp K_SECOND + jr z,start_tha_freakin_game cp K_ENTER jr nz,menuloop +start_tha_freakin_game: ld a,(menuitem) dec a - jr nz,startnewgame - cal samelevel - jr game_main_loop + cal nz,New_game ;NEW GAME + jp samelevel ;CONTINUE: game_main_loop + +menuexit: + ld hl,0 + ld (your_score),hl + jp game_over menuchange: ld a,(menuitem) @@ -262,16 +244,17 @@ menuchange: ld (menuitem),a jr menuloop -do_invert: - ld (hl),$2F ;cpl - ret -undo_invert - ld (hl),$B7 ;or a +do_invert: ;invert screen (b<>w); destr:b + psh hl + ld b,a ;psh a + ld hl,_invert + ld a,$98 + xor (hl) ;$2F (cpl) <-> $B7 (or a) + ld (hl),a + ld a,b ;pop a + pop hl ret -startnewgame: - cal New_game - ;---------------------------------------------------------------------------- ;---------------------- game loop ------------------------------------------- ;---------------------------------------------------------------------------- @@ -279,38 +262,29 @@ startnewgame: game_main_loop: ;REPEATS FROM HERE EVERY FRAME ld hl,timer ;update time inc (hl) ;increase by 1 - ld b,(hl) ;new time, save for rand# upd. (no flag change) - jr nz,updaterandom ;continue when new time <> 0 - ld hl,1 ;once every 256 frames, increase score by 1 - cal scoreInc ;do it - -updaterandom: - ld hl,RanPos ;random counter - ld a,r ;add r register to randomize - add a,(hl) ;add previous random value - add a,b ;even more random by adding timer - ld (hl),a ;save even more random value back + ld a,(hl) + and %11111 + ld hl,1 ;once every 32 frames, increase score by 1 + cal z,scoreInc ;do it Clear_screen: - ld hl,GRAPH_MEM ;move from (hl) = top left + ld hl,dispbuffer ;move from (hl) = top left ld (hl),$00 ;first pixel will be copied all over the screen - ld de,GRAPH_MEM+1 ;(de) = next pixel, thus clearing whole screen + ld de,dispbuffer+1 ;(de) = next pixel, thus clearing whole screen ld bc,896 ;loop 896 times = (128/8) * (64-8 for scorebar) - ldir ;clear! + ldir ;all clear! - ld a,(timer) - and %11 + ld a,0 ;current frame/turn 0-255 +timer =$-1 + and %11 ;a=0 once every 4 turns jr z,movestarsdone ;don't move stars once every 4 frames - cal movestars1 ;move the stars on the FRONT layer cal movestars2 ;move the distant stars - movestarsdone: ld a,(stars1) ;star positions (the missing byte...) ld b,nrstars1 ;how many stars? now we know. ld hl,starx1 ;points to the position of the stars cal DisplayStars ;display front layer stars - ld a,(stars2) ;weren't you paying attention five lines ago? ld b,nrstars2 ;that many?! whow! ld hl,starx2 ;and there they are @@ -320,30 +294,24 @@ movestarsdone: and %00000110 ;isolate ground&ceiling jr z,game_stuff ;both non-present and %00000010 ;bit representing the presence of any ceiling - cal nz,Handle_ceiling ;scroll the ceiling (if any) - cal Handle_ground ;scroll the ground + cal nz,Handle_ceiling ;scroll the ceiling (if any) +check4collision + cal Handle_ground ;scroll the ground and check if we're dead game_stuff: + cal Handle_Ship ;move you ld a,(your_occ) ;are you 100% OK? or a ;a=0?? jr nz,_gamestuff1 ;then don't check for movements/fires/... - ld a,(level_info) ;the same level info - and %00000110 ;isolate ground&ceiling again - jr z,check_keys ;no ceiling nor ground - and %00000010 ;this bit will tell us if there is a ceiling - cal nz,CheckCeiling ;if there is, check it - cal CheckGround ;check for collision with the ground - check_keys: ld a,%10111111 ;function keys (MORE,EXIT,2ND,F1,F2,F3,F4,F5) out (1),a ;ask for them nop \ nop ;delay 8 clocks - in a,(1) ;get zem! + in a,(1) ;gettem! check_exitkey: bit 6,a ;test bit 6 = exit-key = EXIT - jp z,game_over_nopop ; pressed, so be it + jp z,game_over ; pressed, so be it check_morekey: ;another unused label... poor compiler bit 7,a ;test bit 7 = more-key = PAUSE cal z,Pause ;yes, go to pause @@ -352,7 +320,7 @@ check_firekey: bit 5,a ;test bit 5 = 2nd-key = FIRE ld hl,check_selkey ;where to continue after executing Fire_bullet psh hl ;push hl on stack (instead of cal Fire_bullet) - jp z,Fire_bullet ;fire smtn (bulletstorplasermultiples+stuff..) + jp z,Fire_bullet ;fire smtn (bulletstaillasermultiples+stuff..) pop hl ;no cal to Fire_bullet made, so pop stack xor a ;no: ld (just_fired),a ;reset just_fired @@ -373,32 +341,44 @@ check_selkey: cal inc_weapdamage _gamestuff1: - cal Handle_Ship ;move you - cal Handle_bullets ;move your bullets - cal Handle_torp ;move your torpedo - cal Handle_enemies ;move enemies + + cal Handle_bullets ;move your bullets + check for hits cal Enemy_bullets ;move enemy bullets cal Level_event ;insert enemies cal Display_Screen ;display all - halt ;delay + ld b,1 +___: + halt ;delay + dnz ___ jp game_main_loop ;LOOP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ inc_weapdamage: ld a,0 weapincs =$-1 inc a - cp 31 - ret nc ;return if increased 16 times or more already - ld (weapincs),a + cp 97 ;max. 96 times (=96/16=6 increases) + ret nc ;return if already maxed + ld (weapincs),a ;save new incs - ld b,1 + and %11110000 ;clear last 4 bits so no cf when rotating + ;btw: AND resets cf + rra ;rotate acting as shift (srl a) but just 1B + rra + rra + rra ;increase once just every 16 turns + ld b,a ;times to increase +incthedamage: + add a,1 ;increase damage for one increase +weapdaminc =$-1 + dnz incthedamage ;a=total increase damage + ld b,1 ;minimal damage weapdamage =$-1 - add a,b - - ld (curweapdamage),a + add a,b ;a=total damage + ld (curweapdamage),a ;safe the current damage + cal disp_charge ret ;--------------------------- ground ----------------------------------------- @@ -415,54 +395,41 @@ Handle_ground: ld a,(groundinfo) ;what kind of ground dec a ;type 1: jr z,ground_tunnel ;tunnel effect - jr ground_boring +ground_boring: + ld a,(groundpos) ;type 0 + jr newground+1 ground_tunnel: ld a,(groundpos+14) - ld (groundpos+15),a + ld d,a ld hl,spacespace - - ld a,(RanPos) + ld bc,$500 ;range=0..4 + cal Random ;a=0..4 + dec a ;a=-1..3 + dec a ;a=-2..2 ld b,a - bit 1,a - jr z,ground_previous - bit 2,a - jr z,gtunneldown -gtunnelup: - ld a,(hl) + add a,(hl) ;add to spacesize (so +2..-2) + cp 10 + jr c,newground ;>=0 then don't change + ld c,a + ld a,d + add a,b ;new position or a - jr z,ground_previous ;a>=0 (a=0 actually) - inc (hl) - ld a,(groundpos+15) - inc a - jr newground -gtunneldown: - ld a,(groundpos+15) - dec a - jr z,ground_previous - dec (hl) - jr newground - -ground_previous: - ld a,(groundpos+14) ;type 1 - jr newground -ground_boring: - ld a,(groundpos) ;type 0 + jr z,newground ;may not be 0 (=256) + cp -10 + jr nc,newground ;and not be <0 (>246) +diffground: + ld d,a + ld (hl),c newground: + ld a,d ld (groundpos+15),a ;save new byte on the right - ld a,(hl) - cp -25 - jr nc,Display_ground - ld a,b - and %1 - ld b,0 - jr nz,gtunnelup Display_ground: ld b,16 ;screen width ld de,groundpos-1 ;height of current byte (previous actually) psh de ;use later - ld hl,GRAPH_MEM+(56*16)-1 ;screen position + ld hl,dispbuffer+(56*16)-1 ;screen position psh hl groundloopright: @@ -484,7 +451,6 @@ groundloopup: ld b,c ;pop b used by groundloopup dnz groundloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack - ret CheckGround: ;check for collision with the ground ld a,(x) @@ -513,60 +479,46 @@ Handle_ceiling: ld bc,15 ;scroll all 15 bytes (16th is new position) ld hl,ceilingpos+1 ;from.. ld de,ceilingpos ;to (one byte to the left) - ld a,(de) ;load byte on left (will be lost after scroll) ldir ;LoaDIncreaseRepeat = scroll! ld a,(groundinfo) ;what kind of ceiling dec a ;type 1: jr z,ceiling_tunnel ;tunnel effect - jr ceiling_boring +ceiling_boring: ceiling_tunnel: ld a,(ceilingpos+14) - ld (ceilingpos+15),a + ld d,a ;d=new ceiling ld hl,spacespace - ld a,(RanPos) - ld b,a - bit 4,a - jr z,ceiling_previous - bit 5,a - jr z,ctunnelup -ctunneldown: + ld bc,$201 ;range=1..3 + cal Random ;a=1-3 + dec a + jr z,newceiling ;1:same + dec a + jr z,ctunnelup ;2:up +ctunneldown: ;3:down ld a,(hl) - or a - jr z,ceiling_previous + or a ;(spacespace)=0: + jr z,newceiling+2 ;keep same ceiling inc (hl) - ld a,(ceilingpos+15) - inc a + inc d jr newceiling ctunnelup: - ld a,(ceilingpos+15) - dec a - jr z,ceiling_previous + ld a,1 + cp d ;if size=1 then don't + jr z,newceiling + dec d dec (hl) - jr newceiling - -ceiling_previous: - ld a,(ceilingpos+14) ;type 1 - jr newceiling -ceiling_boring: - ld a,(ceilingpos) ;type 0 newceiling: + ld a,d ld (ceilingpos+15),a ;save the new byte - ld a,(hl) - cp -25 - jr nc,Display_ceiling - ld a,b - and %1 - ld b,0 - jr nz,ctunneldown Display_ceiling: ld b,16 ;screen width ld de,ceilingpos-1 ;height of current byte psh de ;use later - ld hl,GRAPH_MEM-17 ;screen position + ld hl,dispbuffer-17 ;screen position psh hl ceilingloopright: @@ -588,7 +540,6 @@ ceilingloopdown: ld b,c ;pop b used by groundloopup dnz ceilingloopright ;loop right for entire screen (16x) pop hl \ pop hl ;restore stack - ret CheckCeiling: ;check for collision with the ground ld a,(x) ;your x @@ -648,7 +599,7 @@ movestars_loop: and %00001111 cp 9 ;(GRAPH_MEM&%00001111)-- = $C9FAand15-1 = $A-1 jr nz,newstarok - cal Random5016 + cal RandomY newstarok: ld (ix),l @@ -660,6 +611,7 @@ newstarok: ;--------------------------- pause ------------------------------------------ Pause: + psh af ld hl,$0200 ;top left ld (_curRow),hl ld hl,txt_pressenter ;"Enter to continue" @@ -668,16 +620,17 @@ pause: cal _getkey ;enter low-power mode and wait for key cp kEnter ;keypressed = enter? jr nz,pause ;no, wait some more + pop af ret ;continue ;--------------------------- teacher ---------------------------------------- Teacher: ld (iy+12),5 ;enable flashing cursor - cal _clrScrn - cal _homeup ;top left + cal _clrWindow ;top left ld hl,txt_teacher cal _puts ;display message + cal releasekeys teacherloop: cal _getkey ;enter low-power mode and wait for key @@ -687,6 +640,7 @@ teacherloop: jr nz,teacherloop ;no, wait some more ld (iy+12),0 ;disable cursor + cal releasekeys jp disp_icons ;+ret teacherans: @@ -702,40 +656,48 @@ teacherans: ;--------------------------- exit ------------------------------------------- -quit: - im 1 ;release keyfix procedure - ld (iy+13),3 ;use textshadow (TEXT_MEM) and scrolling - - ld hl,GRAPH_MEM ;graph-screen location - ld de,GRAPH_MEM+1 - ld (hl),0 +quit: im 1 ;release keyfix procedure + set 2,(iy+13) ;set back screen scrolling + xor a + ld (_asapvar+1),a ;next Asm( run will reload the program + ld hl,dispbuffer ;graph-screen location + ld de,dispbuffer+1 + ld (hl),a ld bc,1024-1 ;do it 1024 times = entire screen ldir - jp _clrWindow ;as _clrLCD but also clears TEXT_MEM (like the ;_clrScrn) AND also executes _homeup and ret ;--------------------------- display ---------------------------------------- Display_Screen: - ld hl,GRAPH_MEM ;from storage (top left) - ld de,VIDEO_MEM ;to screen (top left) + ld hl,dispbuffer ;from buffer (top left) + ld de,VIDEO_MEM ;to real screen (top left) ld c,56 ;display height = 64 bytes (minus 8 for bar) displayloop: ld b,16 ;display width = 16 bytes (16*8bits=256pixels) displaytloop: ld a,(hl) ;copy byte from (hl) -_invert: - cpl ;xor $ff: invert byte (white<=>black) +_invert: ;SMC: cpl <-> or a + cpl ;xor $ff: invert byte (white<=>black) ld (de),a ;to (de) inc hl \ inc de ;next byte dnz displaytloop ;16x hl >> de dec c ;next line - jr nz,displayloop ;loop 64x + jr nz,displayloop ;loop 56x + + ld hl,time2invert + ld a,(hl) + or a ;(time2invert)=0: + jr z,noinvert ; do nothing + dec a ;otherwise decrease + cal z,do_invert ;if it became 0 then invert + ld (hl),a ;save new value +noinvert: ld hl,$396b ;Display Score ld (_penCol),hl ;bottom right of screen - ld hl,(score) + ld hl,(your_score) _D_HL_DECI: ;------- display 5-digit value ------- ld de,savestr+4 ;savenr saves number string @@ -762,12 +724,13 @@ Handle_Ship: inc a ;no! next (explosion)frame ld (your_occ),a ;save - cp 34 ;last explosion frame? + cp 64+1 ;last explosion frame? (1-16=1st;49-64=4th) jp c,exploding_you ;not yet: display explosion - cp 40 ;delay finished? + cp 64+16 ;delay finished? jp z,You_die ;yes = game over ret ;don't display anything +;----move---- ok: ;we are ld a,%01111110 ;get arrow keys out (1),a ;it's cold outside @@ -775,13 +738,11 @@ ok: ;we are in a,(1) ;come back in ld b,a ;psh a (keys) - xor %11111111 ;inverted a = 0 if arrow-key has been pressed - ld a,(your_multiples) - jr z,no_adv ;if so, leave the multiples where they are - or %100 ;set move bit - jr adv_ok -no_adv: and %11111011 ;reset move bit - + xor -1 ;inverted a: 0 if arrow-key has been pressed + ld a,(your_multiples) ;(btw: CPL doesn't set any flags) + res 7,a ;reset move bit (no flags changed) + jr z,adv_ok ;if so, leave the multiples where they are + set 7,a ;set move bit adv_ok: ld (your_multiples),a ld a,(timer) ;framecounter @@ -816,7 +777,7 @@ no_left: jr nc,no_right ld (hl),a no_right: - ld d,(hl) + ld d,(hl) ;d=x inc hl rr b jr c,no_up @@ -825,12 +786,13 @@ no_right: jr c,no_up ;-1 = top of screen ld (hl),a ;save new y -no_up: ld e,(hl) - ld ix,spr_ship01 ;ship sprite +no_up: ld e,(hl) ;e=y + ld ix,spr_ship01 ;normal ship sprite +your_shipspr =$-2 ld hl,your_inv ;invulnerable? ld a,(hl) ;load time in a or a ;is it 0? - jr z,handle_multiples ;yes so ship = normal (display \ continue) + jr z,disp_ship ;yes so ship = normal (display \ continue) ld a,(timer) ;load frame nr. and %00000111 ;a=0 once every four frames @@ -838,117 +800,125 @@ no_up: ld e,(hl) dec (hl) ;decrease inv-time left not_time: and %00000100 ;a switches 0<->1 every 2 frames - jr z,handle_multiples ;show normal ship + jr z,disp_ship ;show normal ship inv_flicker: - ld ix,spr_ship01i ;don't display ship + ld bc,spr_ship01i-spr_ship01 + add ix,bc ;display invulnerable ship +disp_ship: + cal safeputsprite ;display your ship; save de -handle_multiples: - cal putsprite ;display your ship +;----multiples---- +handle_multiples: ld a,(your_multiples) ;do you have multiples ld b,a ;save a for 2nd check - and %11 ;no? (last two bits = nr of multiples) + and %111 ;no? (last two bits = nr of multiples) ret z ;then don't handle them either - - ld hl,y - ld a,b ;restore a (your_multiples) - and %100 ;move the multiples??? - jr z,mult_adv ;nope, just let them (saves (y) in y, (x) in x) - - ld hl,your_locpos ;location to save this position - ld a,(hl) ;load a - inc a ;a=a+1 - and %00001111 ;if a>15 then a=a-16 - ld (hl),a ;save new a - add a,a ;a=a*2 - ld c,a ;bc=2a - ld b,0 - - ld hl,your_prevpos ;previous positions - add hl,bc ;16 turns ago - ld d,(hl) ;old x-pos - inc hl ;and - ld e,(hl) ;old y-pos - ld (mx),de ;save multiple position in (mx) - - ld a,(y) ;load new y-pos - ld (hl),a ;save it for 16 turns in the future - dec hl ;and - ld a,(x) ;load new x-pos - ld (hl),a ;save that too + bit 7,b ;move the multiples??? (=move bit set?) + jr z,mult_adv ;nope, just let them (saves (y)in y, (x)in x) + + psh de ;current position = needed later + ld hl,mm*14+1+your_prevpos ;previous positions + ld de,mm*14+3+your_prevpos ;move all positions one back + ld bc,mm*14+2 + lddr ;change 0-57 -> 2-59 (if mm=4 that is) + inc hl ;your_prevpos+0 + pop de + ld (hl),d ;x-pos + inc hl ;=current position + ld (hl),e ;y-pos mult_adv: - ld de,(mx) - ld ix,spr_multiple ;sprite of the multiple - jp putsprite ;display it + + ld hl,your_prevpos+16 ;first pos. +disp_multiples: + psh af + psh hl + ld d,(hl) ;load coords + inc hl + ld e,(hl) + ld ix,spr_multiple ;sprite + cal putsprite ;display + pop hl + ld de,14 + add hl,de ;next multiple + pop af ;counter + dec a + ret z ;return if all done + jr disp_multiples ;loop + +;----explode---- exploding_you: srl a ;half the framerate - dec a ;first frame is 1>inc>srl>dec = 0 + srl a ;half that framerate + srl a ;and half again that framerate ld hl,x-1 + ld ix,spr_yexplosion ;base sprite -explosion_stuff: - rra - add a,a - add a,a +explosion_stuff: ;in:a=frame*2+(0 to 1); (hl)=xpos-- ix=sprite + and %11111110 add a,a + add a,a ;frame*8 ld c,a - ld b,0 - ld ix,spr_explosion - add ix,bc + ld b,0 ;bc=a + add ix,bc ;go to correct sprite (each spr. is 8 bytes) inc hl - ld d,(hl) + ld d,(hl) ;load xpos inc hl - ld e,(hl) - jp putsprite + ld e,(hl) ;and y + jp putsprite ;and display it too + +;----hit---- damage_you: ;damages you B points - ld a,(your_inv) ;invulnerability left? + ld a,(your_inv) ;shield left? or a - ret nz ;return if inv>0 + jr z,dothadamage ;no shield + srl b ;shield: half the damage +dothadamage: + ld hl,time2invert + xor a ;a=0 + cp (hl) ;no already inverted? + cal z,do_invert ;then invert screen + ld a,2 + ld (hl),a ;change back 2 frames from now + ld hl,your_armor ;armor left ld a,(hl) ;load hp in A sub b ;decrease hp by B jp m,no_armor ;<0hp left so explode ld (hl),a ;no, so save decreased hp - cal disp_armor ;and display new value - - ld a,(your_pickup) ;how many pickups do you have? - dec a ;is the armor-icon selected - ret nz ;return if not - - psh de \ psh ix ;&&& just2Bsave - ld hl,VIDEO_MEM+(16*56) - ld (PutWhere),hl - ld ix,spr_icon ;if so, highlight armorIcon again - ld de,$1901 ;position - cal putwidesprite ;display icon - ld hl,GRAPH_MEM - ld (PutWhere),hl - pop ix \ pop de - ret ;and return - + jp disp_armor ;and display new value no_armor: ld a,%01 ;occ %xxxxxx01 = explode - ld (your_occ),a ;set to explode + ld (your_occ),a ;too bad, you're dead meat ret ;------------------------- place multiples ---------------------------------- Place_multiples: - ld (mx),de ;set last multiple-position ld hl,your_prevpos ;place all previous positions - ld b,16 ;all 16 of them + ld b,mm*7+2 ;all saved positions of them (14 per multiple) place_multiples: - ld (hl),d ;set prev-x to d + ld (hl),e ;set prev-x to d inc hl ;next - ld (hl),e ;set prev-y to e + ld (hl),d ;set prev-y to e inc hl ;next dnz place_multiples ;repeat ret ;------------------------- select upgrade ----------------------------------- +inc_armor: + ld a,(your_armor) ;load current armor + cp 25-6 ;may not become >=25 + jr c,doincarmor ;ok then just add 6 + ld a,24-6 ;set to maximum (6 will be added below) +doincarmor: + add a,6 ;add 6 to armor + ld (your_armor),a ;change armor + ret + select: ld hl,your_pickup ;select pickups ld a,(hl) ;load pickups taken so far @@ -956,22 +926,15 @@ select: ret m ;return if it's 0 (no pickups) jr nz,select2 ;no, carry on select1: - ld a,(your_armor) ;load current armor - cp 25-6 ;may not become >=25 - jr c,select1_ ;ok then just add 6 - ld a,25-6 ;set to maximum (6 will be added below) -select1_: - add a,6 ;add 6 to armor - ld (your_armor),a ;change armor - xor a ;ld a,0 - ld (your_pickup),a ;reset pickups + ld (hl),a ;reset pickups + cal inc_armor jp disp_icons ;display and return select2: dec a ;is it 2? jr nz,select3 ;no, carry on ld (hl),a ;reset pickups inc a ;a=1 - ld (torp_occ),a ;ready torpedoes + ld (your_tail),a ;ready tail beam jp disp_icons ;display 'n return select3: dec a ;is it 3? @@ -980,7 +943,7 @@ select3: ld hl,your_weapon ld a,(hl) inc a - cp maxnrweapons + cp maxweapon jp nc,disp_icons ;weapon maxed out ld (hl),a ;set new weapon cal loadweapon ;load it (damage and stuff) @@ -989,17 +952,32 @@ select4: dec a ;is it 4? jr nz,select5 ;no, carry on again ld (hl),a ;reset pickups - inc a ;a=1 - ld (your_weapon),a ;ready laser + ld hl,your_weapon + ld a,(hl) + cp maxweapon ;upgrade from bullet + jr nc,upgradelaser ;nope, just upgrade + ld a,maxweapon-1 ;yes, set laser #1 +upgradelaser: + inc a ;next laser + cp maxlaser + jp nc,disp_icons ;laser maxed out + ld (hl),a + cal loadweapon jp disp_icons ;display + return select5: dec a ;is it 5? jr nz,select6 ;no, carry on once more ld (hl),a ;reset pickups - inc a - ld (your_multiples),a + ld hl,your_multiples + ld a,(hl) ;multiples you already got + inc a ;one more + cp mm+1 + jr nc,enoughmultiples ;maxed out + ld (hl),a +enoughmultiples: ld de,(x) - cal Place_multiples + dec a ;if this is your first multiple then... + cal z,Place_multiples ;reset multiples positions jp disp_icons ;display, return select6: ld (hl),0 ;reset pickups @@ -1007,6 +985,36 @@ select6: ;------------------------- fire bullet -------------------------------------- +fire_multiples: + ld hl,(your_prevpos+16);then, fire from multiple position + psh af + dec h ;one up (-2 height: keeps weapons centered) + cal fireany ;fire from multiple position + pop af ;number of multiples + dec a ;one just displayed + ret z ;return if none left + ld hl,(your_prevpos+30) + psh af + dec h + cal fireany + pop af + dec a + ret z + ld hl,(your_prevpos+44) + psh af + dec h + cal fireany + pop af + dec a + ret z + ld hl,(your_prevpos+58) + psh af + dec h + cal fireany + pop af + dec a + ret + Fire_bullet: ld hl,just_fired ld a,(hl) ;just_fired @@ -1015,72 +1023,61 @@ Fire_bullet: inc (hl) ;otherwise increase counter (0 to 4 >> 1 to 5) ld a,(your_weapon) ;if you have bullets..... - dec a ;(1=laser) - jr z,fireOK + cp maxweapon + jr nc,fireOK ;>weapons = laser ld (hl),5 ;.....then can't fire next turn (go to 5 imm.) fireOK: - ld hl,(x) ;yes: first fire from ship position (x) - ld (firex),hl ;set firepos ld a,(your_multiples) ;any multiples? - and %11 ;nope? - jr z,fireany ;then just fire somethin' - cal fireany ;and blast - ld hl,(my) ;then, fire from multiple position (mx) - ld a,(mx) ; - ld h,a ; ^^^^^^ - ld (firex),hl ;set firepos - ;blast again and -fireany: - cal fire_torp ;&&& - - ld a,(your_weapon) ;do you have laser? - dec a ;1=yes - jr z,fire_laser - - ld ix,weapondata-6 + and %111 ;nr. of multiples + cal nz,fire_multiples ;if >0 then fire them too + ld hl,(x) ;fire from ship position (x) +fireany: ;HL=(x,y) + ld (firex),hl ;set position to fire from + ld a,(your_weapon) + ld ix,weapondata+2-(256*3) add a,a ;weap*2 add a,a ; *4 add a,a ; *8 ld c,a - ld b,0 + ld b,3 ;go to current weapon (bc=a), b=3 :P add ix,bc - ld c,(ix) - cal fire_ybullet - inc ix - inc ix - ld c,(ix) - xor a - cp c +fire_weapon: ;b=3 + psh bc ;save counter + ld a,(ix) ;load this weapon + cp %11100000 ;%11110000=laser + cal z,fire_laser ;fire laser (will set a=0 when done) + or a ;<>0=bullet cal nz,fire_ybullet inc ix inc ix - ld c,(ix) - xor a - cp c - cal nz,fire_ybullet - ret + pop bc ;weapon counter (do 3 weapons) + dnz fire_weapon -fire_torp: - ld de,(firex) - ld hl,torp_occ ;torpedo... - ld a,(hl) ;load torpInfo - dec a ;do you have (unused) torpedoes? - ret nz ;nope (a must be 1) - ld (hl),2 ;yes; use torpedo - ld (torp_pos),de ;save torpedo position (in de) - ret - - -fire_laser: ;yes, fire that laser instead - ld a,(firex) ;a = your x-pos - ld d,a +fire_tail: + ld hl,your_tail + ld a,(hl) + dec a + ret nz + ld a,(ix-2) ;last weapon fired + cp %11100000 ;issit laser + ret z ;then return + xor %11111 ;smart way of going left instead of right :P + jr fire_ybullet ;fire tail bullet and return + +;-----fire LASER----- + +fire_laser: + ld b,0 ;overflow counter + ld hl,firex + ld d,(hl) ;d = your x-pos + inc hl - ld hl,GRAPH_MEM ;save-location - ld a,(firey) ;y-coord - add a,3 ;at middle of your ship (y+3) + ld a,(hl) ;base y-coord (firey) + add a,(ix+1) ;at specified offset (most likely the middle) ld e,a ;save laser-y in e + psh de ;save unmodified (x,y) add a,a ;y*2 add a,a ;y*4 add a,a ;y*8 @@ -1093,11 +1090,12 @@ fire_laser: ;yes, fire that laser instead srl d ;X/4 srl d ;X/8 add a,d ;a = (Y*16+X/8) mod 256 (c set on overflow) + jr nc,_nolc ;jump if no carry = no overflow = a<=255 inc b ;a>255 so increase bc by 256 _nolc: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - + ld hl,dispbuffer ;save-location + add hl,bc ;bc = Y*16+X/8: hl=screen address ld a,15 ;128/8=16=screen width ** minus one (inc a ^^) sub d ;minus x-start (d=X/8) ld b,a @@ -1105,70 +1103,65 @@ drawlaser: ld (hl),%11111111 inc hl ;Go to next byte dnz drawlaser - -; ld a,(just_fired) ;fired for how long -; cp 4 ;if 4th turn -; ret nz ;then do damage, otherwise quit - handle_laser: - ld a,(firex) - ld d,a ;d was divided, so reload the laser-x + pop de ;de=(firex): x-pos unmodified check_laserhits: ;de = (x,y) - ld b,nrenemies - ld hl,enemies+1 - -laserhits: ;Hits with normal enemies + psh ix + ld b,nrenemies ;check all enemies + ld hl,enemies+1 ;enemy#1+occ/hp00 +laserhits: ;hits with normal enemies psh hl - - ld a,(hl) - and %00000010 + ld a,(hl) ;occ+hp00 + and %00000010 ;normal/moving occ.=%1x jr z,nolashit ;no hit when enemy_occ <> 2/3 - inc hl ;enemy type ld a,(hl) or a ;enemy #0 = pickup jr z,nolashit ;yes: don't destroy + cal find_sprite ;ix=sprite to enemy (hl) inc hl ld a,(hl) ;check x sub d jp m,nolashit ;no hit when enemy is left of you - inc hl ld a,(hl) ;check y sub e jr z,enemy_lashit ;a-e=0 = laser on top line of enemy = hit jr nc,nolashit ;a-e>0 = enemy above laser = no hit - add a,5 ;add enemy height - jp p,enemy_lashit ;a-e>0 = hit - + dec a ;minus one + add a,(ix+1) ;add enemy height (according to sprite @ix) + jp m,nolashit ;a-e>0 = hit +enemy_lashit: + ld a,(curweapdamage) ;damage + cal enemy_hit ;hl=enemy+y nolashit: - pop hl + pop hl ;enemy+1 ld a,b ;psh bc ld bc,enemysize add hl,bc ;go to next enemy ld b,a ;pop bc dnz laserhits ;check all enemies + xor a ;a=0 otherwise weird things might happen :P + ld (weapincs),a ;reset damage + pop ix ret -enemy_lashit: ;&&&before nolashit - ld a,1 ;damage - cal enemy_hit - jr nolashit +;-----fire BULLETs----- -fire_ybullet: - ld hl,ybullets +fire_ybullet: ;fire bullet type=C dam=(curweapdamage) at (firex/y) + ld c,a ;save bulletType in c + ld hl,ybullets ;check for unused bullet ld de,4 - ld b,maxbullets + ld b,nrybuls find_ybullet: ld a,(hl) or a jr z,found_ybullet ;0 = no bullet here add hl,de dnz find_ybullet ;look next bullet - pop hl ;don't try to fire any other bullets - ret ;so ret twice + ret ;none found, return don't fire found_ybullet: ld (hl),c ;use the bullet and set correct bullet-type @@ -1192,29 +1185,30 @@ curweapdamage =$-1 ;------------------------ handle bullets ------------------------------------ bullet_left: - ld a,124 - sub b - - cp (hl) ;off screen? (x>128-5) - jr c,remove_bullet - ld a,(hl) ;a = X - add a,b ;move b to the right + ld c,a ;c=type + and %11111 ;pixels to move + add a,(hl) ;a = X + (hl) to the right + sub 16 ;and 16 to the left (so -16..+15) + jr c,remove_bullet ;remove if x<0 + cp 128 + jr nc,remove_bullet ;or x>=128 ld (hl),a ;save new pos. ld d,a ;d = X inc hl ;@y-pos ld a,c - cal _shracc + cal _shracc ;%11110000->1111 + srl a ;%1110->111 dec a - jr z,bullet_noymove + jr z,bullet_noymove ;1=straight forward dec a - jr z,bullet_up + jr z,bullet_up ;2=up dec a - jr z,bullet_halfup + jr z,bullet_halfup ;3=1/2up dec a - jr z,bullet_down + jr z,bullet_down ;4=down -bullet_halfdown: +bullet_halfdown: ;5=1/2down ld a,(timer) and 1 jr z,bullet_noymove @@ -1245,7 +1239,7 @@ remove_bullet: Handle_bullets: ld hl,ybullets - ld b,maxbullets + ld b,nrybuls scan_bullets: psh bc ;bullet counter psh hl ;save enemy+type @@ -1256,10 +1250,6 @@ scan_bullets: or a jp z,next_ybullet ;bulletType=0 >> no bullet - - ld c,a ;c=type - and %1111 - ld b,a ;b=0000type cal bullet_left ;move bullet left display_bullet: @@ -1267,23 +1257,24 @@ display_bullet: dec hl ;@x dec hl ;@damage ld a,(hl) ;bullet damage=size - ld hl,XLbullettable ;pointer to first bullet + ld hl,bullettable ;pointer to first bullet srl a srl a ;per 4 - inc a ;must be at least 1 -nextbulletlook: - inc hl ;next bullet sprite pointer - dec a ;for each 4 points of damage - jr nz,nextbulletlook - ld d,a ;ld d,0 - ld a,(hl) ;load pointer offset - ld e,a ;convert to 16bit + ld d,0 + ld e,a ;->16bit (de=a) + add hl,de ;point to correct bullet offset + ld a,(hl) ;load bullet offset + ld e,a ;convert to 16bit (d=0) ld ix,spr_bullet01 ;first sprite add ix,de ;add offset (go to correct sprite) pop de ;saved position - psh de ;but will be altered so save again - cal putsprite ;display bullet - pop de + + ld a,(ix) ;bullet x-size + ld (bulletxsize),a ;used at check_bullethits + ld a,(ix+1) ;bullet y-size... + ld (bulletysize),a ;...too + + cal safeputsprite ;display bullet; DE used for check_bullethits cal check_bullethits @@ -1316,28 +1307,32 @@ hit_enemies: ;Hits with normal enemies or a ;enemy #0 = pickup jr z,nohit ;yes: don't destroy - psh de - cal find_sprite - pop de + cal find_sprite ;set ix to the sprite of this enemy - inc hl + inc hl ;@x ld a,(hl) ;check x - sub d - sub 5 - jp p,nohit - add a,5 - add a,(ix) - jp m,nohit + sub d ;minus bullet x-position + ld b,a ;psh a + sub 5 ;minus bullet x-size +bulletxsize =$-1 + jp p,nohit ;miss + ld a,b ;pop a + add a,(ix) ;add enemy width + jp m,nohit ;miss - inc hl + inc hl ;@y ld a,(hl) ;check y - sub e - sub 3 - jp p,nohit - add a,3 - add a,(ix+1) - jp m,nohit - + sub e ;minus bullet y-position + ld b,a ;psh a + sub 3 ;substract bullet height +bulletysize =$-1 + jp p,nohit ;nope, missed it + ld a,b ;pop a + add a,(ix+1) ;add enemy height + dec a ;minus one + jp m,nohit ;missed after all + + ;---bullet hits enemy (auch-time!)--- psh hl ld hl,0 ;@bulletType temp1 =$-2 @@ -1351,10 +1346,10 @@ nohit: ld bc,enemysize add hl,bc pop bc - dnz hit_enemies ;check next enemy + dnz hit_enemies ;check next enemy ret -enemy_hit: ;in:a=damage;hl=enemy+y +enemy_hit: ;*in:a=damage;hl=enemy+y add a,a ;a=damage to inflict add a,a ;first 2 bits used for occ. ld b,a @@ -1386,40 +1381,6 @@ pickupdone: ld hl,1 ;increase score by one jp scoreInc ;+ret -;--------------------------- handle torpedo --------------------------------- - -Handle_torp: - ld a,(torp_occ) - sub 2 - ret m ;return if occ=0/1 - - ld hl,torp_pos ;x-position - ld a,(hl) ;load in a - inc a ;move right - cp 125 ;right edge reached - jr nc,remove_torp ;remove if x>125 - ld (hl),a ;save new x - ld d,a - - inc hl ;y-position - ld a,(hl) - inc a ;move down - cp 56 ;bottom reached - jr nc,remove_torp ;remove if y>40 - ld (hl),a ;save new y - ld e,a - - ld ix,spr_bullett1 - psh de - cal putsprite ;display torpedo - pop de - jp check_bullethits ;check for hits with enemies - -remove_torp: - ld a,1 - ld (torp_occ),a - ret - ;--------------------------- level events ----------------------------------- Level_event: @@ -1429,7 +1390,9 @@ Level_event: or a ;has it reached zero? ret nz ;nope: get outta here! - ld a,(eventtime) ;enemy frequency (lvl) + ld bc,0 ;enemy frequency (lvl) +eventtime =$-2 + cal Random ld (nextevent),a ;set time to next event ld hl,eventleft dec (hl) ;update enemy-counter @@ -1447,19 +1410,6 @@ Level_event: ld (hl),123 ;set delay ret ;don't place any more enemies -place_boss: - ld hl,(levelp) ;the leveldata (including the boss) - dec hl ;points to leveldata\boss\enemynr - ld a,(hl) ;load it - ld (level_enemy),a ;set new enemy (boss) - dec hl ;points to level\boss\movement - ld a,(hl) ;load - ld (level_move),a ;set boss movement - dec hl ;@level\boss\firefreq - ld a,(hl) ;load in a - ld (level_fire),a ;set firefrequency - jp do_event ;+ret - standby_event: ld b,nrenemies ld hl,enemies+1-enemysize @@ -1477,6 +1427,14 @@ enemyleft: ret +place_boss: + ld a,1 + ld (nrlvlenemies),a ;just one enemy: the BOSS + ld hl,(levelp) ;the leveldata (including the boss) + dec hl ;points to leveldata\boss\enemynr + ld a,(hl) ;load it + ld (lvlenemies),a ;set new enemy (boss) + do_event: ld hl,enemies+1-enemysize ld bc,enemysize @@ -1487,39 +1445,27 @@ chk_noenemy: jr nz,chk_noenemy ;jump if enemy present (non-0) ex de,hl ;de=hl=usable enemy -place_enemy: - ld a,(level_enemy) ;enemy type to place (lvl) - ld hl,XLenemyinfos-4 ;enemy "0" specs (1 before enemy #1) - add a,a ;a=type*2 - add a,a ;a=type*4 - ld c,a ;c=type - ld b,0 ;bc = enemy nr.&&&XX - add hl,bc ;hl = enemy specs - ld a,(hl) ;load hitpoints+occ of this enemy class - ld (de),a ;save occ - - inc hl ;next enemyInfo byte - dec de ;goto hp - ld a,(hl) ;load hp64 - ld (de),a ;save hp64 - inc de ;next byte (or previous): occ again - - inc hl ;next enemyInfo byte - inc de ;next byte of current enemy - ld a,(hl) ;load enemy class (nr) - ld (de),a ;save enemy type - - inc de ;set x-pos - psh de - cal find_sprite - pop de - ld a,128 ;appear at right edge of screen - sub (ix) ;minus the width of this enemy (not offscreen) - ld (de),a ;= x-position (save) - - inc de ;set y-pos - inc hl ;where to place?? +place_enemy: ;de = enemy+1 + ld bc,0 ;0..nrlvlenemies +nrlvlenemies =$-1 ;=nr of enemies minus 1 + cal Random ;random enemy b..b+c = 0..nrenemies-1 + ld b,0 + ld c,a ;bc=a + ld hl,lvlenemies + add hl,bc ;go to a random enemy + ld a,(hl) ;load enemy nr of this mysterious random enemy + cal findenemyspecs ;hl = enemy #a specs + + dec de ;goto hp64 (before occ) + ldi ;set hp64 + ldi ;set hitpoints+occ of enemy class + ld a,(hl) ;save sprite-offset/2 (ldi decs bc so in a) + ldi ;set sprite + ldi ;set x-position + + ld c,a ;c=sprite ld a,(hl) ;load placeInfo + inc hl dec a ;is it 1? jr z,random_enemy ;yes: create random value <51 in a dec a ;is it 2? @@ -1532,24 +1478,25 @@ halflure_enemy: ;yes (of course it is): pick one (50% lure) lure_enemy: ;2nd possibility: luring enemy ld a,(y) ;place at same y-pos as YOUR ship jr ypos_OK - random_enemy: - ld b,e ;b will be added to random-value - cal Random50 ;make a (in a) random value 0-51 - + ld b,0 ;bc = enemy sprite offset / 2 + ld ix,spr_enemy00 ;first enemy sprite + add ix,bc ;add offset for current enemy + add ix,bc ;twice (offset stored as offset/2) + ld a,64-8 ;=57=screen height (8 is scorebar) + sub (ix+1) ;minus sprite height=bottom + ld c,b ;range=0 to... + ld b,a ;...57-y + cal Random ;random value on screen ypos_OK: ;random value successfully created ld (de),a ;save y-position - - inc de ;set move + inc de ;@movecounter + ldi ;set move-type ld a,1 ;movecounter = 1 - ld (de),a ;&&&(hl),1 better? - - inc de ;set fire - ld a,(level_info) - and %00000001 ;bit meaning directfire - jr nz,ffireOK ;(a=time-to-fire) = 1 frame (fires directly) - ld a,(level_fire) ;set ttf to normal nr of frames -ffireOK:ld (de),a ;save fire + ld (de),a ;set + inc de ;@firecounter + ldi ;set time-to-1st-fire + ldi ;set firefreq ret ;return ;--------------------------- enemy fires ------------------------------------ @@ -1625,15 +1572,15 @@ enemy_bullet: ld b,a ;save type&%1111 inc hl ;bullet x ld a,(hl) ;check if it has reached the left side of scrn - and %11111110 ;it is <2 (0 or 1)? - jr z,remove_ebullet ;yes, remove bullet + bit 7,a ;x<0? + jr nz,remove_ebullet ;yes, remove bullet dec (hl) ;move one left dec (hl) ;and another one ld d,(hl) ;d=x inc hl ;@y ld a,b ;restore type - cp %1100 ;is it a normal bullet? (cp = faster than bit) + cp %1100 ;is it a normal bullet? (cp = faster than bit) jr z,ebullet_common ;type %1100: normal bullet and %111 ;isolate important bits jr z,ebullet_down ;type %1000: moving down @@ -1717,28 +1664,38 @@ handle_enemy: jr z,next_enemy ;occ "no enemy" 0 dec a jr z,exploding_enemy ;occ "exploding" 1 - ld b,a ;b=2 if moving, otherwise b=1 -normal_enemy: ;occ "normal" 2 or "moving" 3 +normal_enemy: inc hl ld c,(hl) ;c = enemy type = de cal find_sprite inc hl - ld a,(hl) ;x - dec a ;move left - jr c,remove_enemy ;off screen - jr z,remove_enemy ;" - ld d,a - + ld d,(hl) ;x inc hl ld e,(hl) ;y - ld a,b ;moving state was stored in b earlier - dec a ;is it 1? - cal nz,moving_enemy ;2 = moving enemy - ld (hl),e - dec hl ;@x + inc hl ;@movetype + cal moving_enemy + dec hl + + ld a,e ;new y value + cp 57 + jr c,enemyonscreenY ;=on screen + cp -20 ;moved off at top + ld e,0 ;reset to top + jr nc,enemyonscreenY + ld e,57 ;otherwise reset to bottom +enemyonscreenY: + ld (hl),e ;store new y + dec hl ;@x + + ld a,d ;new x value + cp 128 ;x<128 + jr c,enemyonscreenX ;=on screen + cp -7 ;x<=-8 + jr c,remove_enemy ;=off screen +enemyonscreenX: ld (hl),d ;store new x ld a,c ;a = enemy type or a ;type 0? (pickup) @@ -1751,17 +1708,19 @@ normal_enemy: ;occ "normal" 2 or "moving" 3 jr firing_done ;continue check_enemyfire: - inc hl ;go to - inc hl ;go to - inc hl ;go to + inc hl ;@y + inc hl ;@movetype + inc hl ;@movecount + inc hl ;@firecount dec (hl) ;decrease counter till next blast ld a,(hl) ;&&&doesn't seem efficient to me or a ;has it reached zero? jr nz,firing_done ;finished if not - ld a,(level_fire) ;re-set counter for next blast - ld (hl),a ;save time to fire - inc hl ;next byte = bullettype &&& + inc hl ;@firefreq + ld a,(hl) + dec hl + ld (hl),a ;reset counter for next blast psh de ;save registers for firing-use cal Enemy_fires ;fires bullet pop de ;restore (destroyed by Enemy_fires) @@ -1783,71 +1742,81 @@ remove_enemy: exploding_enemy: inc hl - psh hl ld a,(hl) - cal explosion_stuff ;display explosion - pop hl - - ld a,(hl) - cp 15 + cp 16 jr z,remove_enemy ;remove when at last frame inc a ld (hl),a ;next frame + dec a ;1-16 -> 0-15 + ld ix,spr_explosion ;base sprite + cal explosion_stuff ;display explosion jr next_enemy ;--------------------------- moving enemies --------------------------------- moving_enemy: - ld a,(level_move) + ld a,(hl) ;how does this enemy move? + bit 7,a ;direction indicator + jr nz,moveright +moveleft: + dec d + jr moveXdone +moveright: + inc d +moveXdone: + res 7,a ;01111111=movetype: and a - jr z,movetype_updown ;type 0 + ret z ;0 = don't move + dec a + jr z,movetype_updown ;1 = 0 >< up / down dec a - jr z,movetype_vslow ;1 + jr z,movetype_vslow ;2 = .75 >> dec a - jr z,movetype_fast ;2 + jr z,movetype_slow ;3 = .5 >> dec a - jr z,movetype_vfast ;3 + jr z,movetype_fast ;4 = .5 << dec a - jr z,movetype_smart ;4 + jr z,movetype_vfast ;5 = 1 << dec a - jr z,movetype_lure ;5 + jr z,movetype_smart ;6 dec a - jr z,movetype_slowlure ;6 + jr z,movetype_lure ;7 = 1 >> move y towards you dec a - jr z,movetype_stoplure ;7 + jr z,movetype_slowlure ;8 = 1 >> lure 1/2 speed + dec a +; jr z,movetype_stoplure ;9 = 1 >> slowlure; stop at x=99 ; dec a -; jr z,movetype_fulllure ;8 +; jr z,movetype_fulllure ;10 = x+y towards you 1/2 speed movetype_fulllure: - inc d ld a,(timer) and 1 ret z cal movetype_lure ld a,(x) cp d - jr c,lure_left + ret c ;move left (already did) lure_right: - inc d - ret -lure_left: - dec d + inc d ;already moved left, so move right +moverightonce: + inc d ;twice (=+1) ret -movetype_stoplure: - inc d - jr movetype_slowlure - movetype_slowlure: ld a,(timer) - and 1 - ret z - + and 1 ;half the time + jr z,moverightonce ;dont move at all (compensate move left +ret) movetype_lure: + ld a,104 + cp d + jr c,dothelurethingy + inc d ;x<106: full stop +dothelurethingy: ld a,(y) cp e - jr c,lure_up -lure_down: + ret z ;don't move if equal + jr c,lure_up ;below you then move up +lure_down: ;above then move down inc e ret lure_up: @@ -1869,6 +1838,10 @@ smartupdate: and %11111100 jr z,movetype_fast +movetype_slow: + ld a,(timer) + and %1 + ret z movetype_vslow: ld a,(timer) and %11 @@ -1931,16 +1904,14 @@ check_collision: inc hl collide_enemy: ;&&& include in Handle_enemy proc - psh de cal find_sprite - pop de inc hl ld a,(hl) ;check x match sub e ;enemy position minus yours minus 7 jp p,check_next add a,6 - add a,(ix) + add a,(ix) ;enemy width jp m,check_next inc hl @@ -1948,7 +1919,7 @@ collide_enemy: ;&&& include in Handle_enemy proc sub d ;same as with x-check jp p,check_next add a,6 - add a,(ix+1) + add a,(ix+1) ;enemy height jp m,check_next dec hl dec hl @@ -1992,10 +1963,10 @@ collide: and %11111100 jr z,destroy_enemy ld a,(hl) - sub %00000100 + sub collidedamage ld (hl),a collide_done: - ld b,4 ;damage + ld b,collidedamage ;damage cal damage_you check_next: @@ -2027,9 +1998,9 @@ storyLine: jr z,storyLine psh hl - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 + ld hl,VIDEO_MEM ;copy text + ld de,dispbuffer ;to GRAPH_MEM + ld bc,1024 ;entire screen ldir cal _clrLCD pop hl @@ -2052,69 +2023,61 @@ dostory: inc a ;set z-flag if a = $ff jr nz,dostory ;otherwise loop - ld bc,5 ;story ends + ld bc,2+1 ;story ends add hl,bc ;set hl to beginning of the level ld (levelp),hl ;set the level-pointer ret ;and return ;--------------------------- SFX -------------------------------------------- -CDoSFX: - ld hl,VIDEO_MEM - ld de,GRAPH_MEM - ld bc,1024 - ldir - ld b,64 - ld a,-1 - -DoSFX: ;ins: a=beginLine b=nrOfLines +DoSFX: ;in:a=beginLine;b=nrOfLines ld (curline),a SFXframe: psh bc - ld a,(curline) ;get line number + ld a,0 ;get line number +curline =$-1 inc a ;go to the next line ld (curline),a ;update ld l,a - ld h,0 - add hl,hl + ld h,0 ;hl=a add hl,hl add hl,hl add hl,hl + add hl,hl ;*16 (a pixels down=a*16) ld b,h ;save hl for later ld c,l - ld de,VIDEO_MEM + ld de,VIDEO_MEM ;where to put sfx add hl,de ;go to ymin - ld d,h - ld e,l + ex de,hl ;put into de again - ld hl,GRAPH_MEM + ld hl,dispbuffer add hl,bc ;hl->logo - ld a,(curline) ;Calculate how many lines to draw - ld c,a - ld a,64 - sub c - ld b,a + sub 64 ;a=a-64 + neg ;a=64-a (lines from bottom) + +; ld c,a ;c=a=(curline) +; ld a,64 +; sub c ;lines from bottom SFXdisp: ;display this frame on screen - ld a,b ;psh b (a will not be used) ld bc,16 ;one line (=16 bytes, you'd know by now) ldir ;display (copy actually) ld bc,-16 ;go up one line (not on screen) add hl,bc ;so the same line will be displayed - ld b,a ;pop b - dnz SFXdisp ;repeat until whole screen is displayed + dec a ;counter + jr nz,SFXdisp ;repeat until whole screen is displayed ld b,8 SFXdelay: - halt - dnz SFXdelay + halt ;delay + dnz SFXdelay ;8x - pop bc + pop bc ;counter dnz SFXframe ret @@ -2139,7 +2102,22 @@ disp_icons: xor a ;blank line mask cal drawline ;clear scorebar - cal disp_lives +disp_lives: + ld de,5 ;(0,5) + ld a,(your_lives) ;nr of lives + or a + jr z,displivesdone ;no lives + ld b,a +displivesloop: + psh bc + ld ix,spr_lship + cal safeputsprite ;put li'l ship + ld a,lshipsize+1 + add a,d + ld d,a ;x=x+5 + pop bc + dnz displivesloop ;one ship per life +displivesdone: ld ix,spr_icon01 ;armorIcon ld de,$1901 ;icon #1 @@ -2147,28 +2125,44 @@ disp_icons: cal disp_armor ;display bar ld ix,spr_icon00 - ld a,(torp_occ) + ld a,(your_weapon) ;ur weapon + cp maxweapon ;laser? + psh af ;(your_weapon) + jr nc,no_tail ;if laser (nc) then tail ain't fired + ld a,(your_tail) or a - jr z,no_torp - ld ix,spr_icon02 ;torpedoIcon -no_torp: + jr z,no_tail + ld ix,spr_icon02 ;tailbeamIcon +no_tail: ld de,$2901 ;icon #2 cal putwidesprite ;display - ld ix,spr_icon03 ;bulletIcon - ld de,$3901 ;icon #3 - cal putwidesprite ;display icon + ld ix,spr_icon00 + pop af ;a=(your_weapon); cf=bullets + psh af + jr nc,no_bullets ;=laser ld hl,$3945 ;position to display bullet-type digit - ld a,(your_weapon) ;digit - dec a ;minus one (1=laser) + pop af ;digit=(your_weapon) + psh af + inc a ;1 = weapon #1 (=0) ld (_penCol),hl ;set location add a,'0' ;make digit cal _vputmap ;display char + ld ix,spr_icon03 ;bulletIcon +no_bullets: + ld de,$3901 ;icon #3 + cal putwidesprite ;display icon ld ix,spr_icon00 ;emptyIcon - ld a,(your_weapon) - dec a - jr nz,no_laser + pop af ;ld a,(your_weapon) + ld b,a + jr c,no_laser ;popped carry + ld hl,$3955 ;position to display bullet-type digit + ld (_penCol),hl ;set location + ld a,b ;(your_weapon) ;load = faster than push + sub maxweapon-1 ;1 = laser #1 (=maxweapon) + add a,'0' ;make digit + cal _vputmap ;display char ld ix,spr_icon04 ;laserIcon no_laser: ld de,$4901 ;icon #4 @@ -2176,7 +2170,7 @@ no_laser: ld ix,spr_icon00 ;emptyIcon ld a,(your_multiples) - and %11 + and %111 jr z,no_multiples ld ix,spr_icon05 no_multiples: @@ -2200,29 +2194,36 @@ no_multiples: ld ix,spr_icon cal putwidesprite iconsdone: - ld hl,GRAPH_MEM ;normal game-screen + ld hl,dispbuffer ;normal game-screen ld (PutWhere),hl ;set sprite-position to normal screen pop ix \ pop hl \ pop de \ pop bc ret disp_armor: + ld de,16 ;line size ld hl,(57*16)+VIDEO_MEM+3 ld b,3 armorbarclr: dec hl ld (hl),0 + add hl,de + ld (hl),0 + sbc hl,de dnz armorbarclr - ld a,(your_armor) ;load your armor + ld a,(your_armor) ;load your armor (<25) ld c,a ;psh a srl a ;/2 srl a ;/4 - srl a ;/8: don't display last 2 bits of a (later) + srl a ;/8: don't display last 3 bits of a (later) jr z,noarmorbar ;if a=0 then it would loop 256x so skip it ld b,a ;loop b=a times armorbar: ;starting at ($39*16)+VIDEO_MEM ld (hl),%11111111 ;draw a piece of the bar + add hl,de ;one down (resets carry) + ld (hl),%11111111 ;same piece + sbc hl,de ;up again inc hl ;next position dnz armorbar ;loop it b times @@ -2238,79 +2239,100 @@ armorbarbit: dnz armorbarbit ;repeat B times (so if B=6 then a=%11111100) armorbarready: ; (an if B=3 then a=%11100000) ld (hl),a ;draw this last byte + add hl,de + ld (hl),a ;and just below ret -disp_lives: - ld hl,$3A00 ;display Lives - ld (_penCol),hl ;bottom left - ld hl,savestr+2 - ld (hl),'L' - inc hl - ld (hl),'x' - inc hl +disp_charge: + ld hl,(59*16)+VIDEO_MEM+3 + ld b,3 +chargebarclr: + dec hl + ld (hl),0 + dnz chargebarclr - ld a,(your_lives) ;nr of lives in a - add a,'0' ;make digit - ld (hl),a - dec hl \ dec hl - jp _vputs ;display on screen +ret + ld a,(weapincs) ;load bar size (0-80) + srl a ;half the size (0-40) + srl a ;again half that size (0-20 pixels) + ld c,a ;psh a + srl a ;/2 + srl a ;/4 + srl a ;/8: don't display last 3 bits of a (later) + jr z,nochargebar ;if a=0 then it would loop 256x so skip it + ld b,a ;loop b=a times +chargebar: ;starting at ($39*16)+VIDEO_MEM + ld (hl),%11111111 ;draw a piece of the bar + inc hl ;next position + dnz chargebar ;loop it b times +nochargebar: + ld a,c ;pop a + and %111 ;display last bits of chargebar + ret z ;if armor=0 then bit = %00000000 (don't disp) + ld b,a ;into B + xor a ;bit = %00000000 +chargebarbit: + scf ;set carry flag + rra ;rotates A right and sets bit 7 (c-flag) + dnz chargebarbit ;repeat B times (so if B=6 then a=%11111100) +chargebarready: ; (an if B=3 then a=%11100000) + ld (hl),a ;draw this last byte + ret ;--------------------------- proc ------------------------------------------- -Random5016: - cal Random50 ; a = 0..50 - inc a ; a = 1..51 +Random: ;a=c=b + jr nc,randomloop ;then add again + add a,c ;a=0 - add a,13+(50-12) ;a = -13..-1 >=> 0..12 >=> 39..50 - ret - -Random: - ld a,(RanPos) ;a handy random-var. - ld hl,x ;add your x-coord for randomness - adc a,(hl) - inc hl ;add your y-coord for randomness - adc a,(hl) - ld (RanPos),a ;save altered random-var - ret ;RanPos also in #a - scoreInc: psh bc - ld bc,(score) + ld bc,(your_score) add hl,bc - ld (score),hl + ld (your_score),hl pop bc ret -find_sprite: ;destroyed: de ix +find_sprite: ;in:hl=enemy+type | out:ix=sprite to enemy + psh de psh hl - ld e,(hl) ;e = enemy type + ld e,(hl) ;e = enemy offset/2 ld d,0 ;de = e - ld hl,XLenemytable ;hl = @sprites offset-table - add hl,de ;points to offset of current enemy offset - ld e,(hl) ;de = @enemy offset - ld d,0 - - ld ix,XLsprenemies ;first enemy sprite + ld ix,spr_enemy00 ;first enemy sprite add ix,de ;add offset for current enemy add ix,de ;twice (offset stored as offset/2) pop hl + pop de ret BLACKLCD: @@ -2322,66 +2344,39 @@ BLACKLCD: set 3,(iy+5) ;set white on black ret -waitnokeypressed: - halt \ halt - cal GET_KEY - or a - jr nz,waitnokeypressed +releasekeys: + halt + ld a,%10000000 ;all key-masks + out (1),a + in a,(1) + inc a ;cp %11111111 (no keys pressed) + jr nz,releasekeys ;keep waitin + cal GET_KEY ;clear buffer ret -Decompress: ;hl=source(compressed) de=dest(decompressed) - ld a,(hl) - bit 7,a - jr z,compressed - inc hl - and %01111111 - ld b,0 - ld c,a - ldir - jr Decompress -compressed: - psh af - or %11111100 - ld b,a - inc hl - ld c,(hl) - inc hl - pop af - and %01111100 - rrca - rrca - or a - ret z - psh hl - ld h,d - ld l,e - add hl,bc - inc a - inc a - ld b,0 - ld c,a - ldir - pop hl - jr Decompress +findenemyspecs: ;enemy #a specs in (hl); in:b=0; out:ac=? + ld hl,enemyspecs-8 ;enemy "0" specs (1 before enemy #1) + add a,a ;a=type*2 + add a,a ;a=type*4 + add a,a ;a=type*8 + ld c,a ;b=0; c=bc=type*8 + add hl,bc ;hl = enemy specs + ret ;--------------------------- game over / new game / death ------------------- chartable: - .db 0,"!<>^",0,0,0,0 - .db 0,"xtoje0",0 ;enter..clear - .db " wsnid9",0 ;(-)..custom - .db "zvrmhc8",0 ;dot..del - .db "yuqlgb7x" ;0..xvar - .db 0,"-pkfa6'" ;on..alpha - .db "54321.",0,0 ;F5..more - -own_name: - .db 7,"nemesis" + .db 0,".<>!",0,0,0,0 ;down,L,R,up + .db 0,"xtoje0",0 ;enter..clear + .db " wsnid9",0 ;(-)..custom + .db "zvrmhc8",0 ;dot..del + .db "yuqlgb7#" ;0..xvar + .db $D9,"-pkfa6'" ;on..alpha + .db "54321*",0,$D0 ;F5..more save_hi: - ld hl,own_name-1 ;find own variable + ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - ret c ;not found? who cares... xor a ld hl,4+storehi_start-_asm_exec_ram @@ -2397,10 +2392,9 @@ save_hi: jp _RAM_PAGE_1 save_lvl: - ld hl,own_name-1 ;find own variable + ld hl,_asapvar ;find own variable rst 20h ;cal _ABS_MOV10TOOP1 rst 10h ;cal _FINDSYM - ret c ;not found? who cares... xor a ld hl,4+storesave_start-_asm_exec_ram @@ -2415,20 +2409,18 @@ save_lvl: cal _mm_ldir ;save done (cal \ ret) jp _RAM_PAGE_1 -game_over: - pop hl ;=ret (game_over was called from a procedure) -game_over_nopop: +game_over: ;stack=+0 cal BLACKLCD ;clear screen - cal waitnokeypressed ld hl,$0603 ld (_curRow),hl ;center ld hl,txt_gameover cal _puts ;display "GAME OVER" + cal releasekeys ;wait for all keys to be released ld hl,$0007 ld (_curRow),hl - ld de,(score) + ld de,(your_score) ld hl,(hiscore) cal CP_HL_DE jr nc,no_hiscore @@ -2473,7 +2465,7 @@ nokeypressed: ld (ix),a cal _putc inc ix - cal waitnokeypressed + cal releasekeys jr enter_name_loop backup: @@ -2507,7 +2499,7 @@ hiscoredone: xor a ;clear a (Ahl will be displayed) ld hl,$1006 ;bottom-1 right ld (_curRow),hl ;set - ld hl,(score) ;your score + ld hl,(your_score) ;your score cal _dispahl ;display it (a=0) ld hl,$314b ;bottom-1 right before score ^^ @@ -2536,44 +2528,114 @@ restore_line: cal _getkey ;wait for keypress jp quit ;restore some things and return to TI-OS/shell -New_game: +invship: ;procedure used in New_game + psh af + inc b + ld de,$C0 + ld hl,VIDEO_MEM+$30-$C0;begin pos +invshipinit: + add hl,de + dnz invshipinit + ld b,$B0 ;12 lines down +invshiploop: + ld a,(hl) + cpl ;invert byte + ld (hl),a + inc hl + dnz invshiploop ;loop + pop af + ret + +New_game: ;stack must be +1 (so change the jp in cal :) + cal _clrLCD + ld hl,VIDEO_MEM + ld (PutWhere),hl ;will be reset after displaying iconbar + ld ix,spr_ship01 ;first ship: sprite + ld de,$0105 ;position + ld b,4 ;number of ships to display +dispshipsloop: + psh bc ;counter + psh de ;position + cal putwidesprite ;display + pop de + ld bc,spr_ship01i-spr_ship01+2 + add ix,bc ;go to next ship + ld a,12 ;below the previous one + add a,e + ld e,a + pop bc + dnz dispshipsloop ;loop + + ld b,0 ;menu pos. +selectship: + psh bc + cal invship +selectshiploop: + halt + cal GET_KEY + or a + jr z,selectshiploop + pop bc + psh bc + cal invship + pop bc + cp K_SECOND + jr z,startthenewgame + cp K_ENTER + jr z,startthenewgame + cp K_DOWN + jr nz,selnotdown + inc b +selnotdown: + cp K_UP + jr nz,selnotup + dec b +selnotup: + ld a,b + and %11 + ld b,a + jr selectship + +startthenewgame: + ld hl,spr_ship01-(spr_ship02-spr_ship01) + ld de,spr_ship02-spr_ship01 + inc b ;your ship #0-3++ +searchyourship: + add hl,de ;next ship + dnz searchyourship + ld (your_ship),hl xor a ;ld a,0 - ld (score),a ;reset score - ld (score+1),a ;reset score (0) - ld (torp_occ),a ;no torpedoes + ld (your_score),a ;reset score + ld (your_score+1),a ;reset score (0) + ld (your_tail),a ;no tail beam ld (your_weapon),a ;no laser ld (your_pickup),a ;reset pickups ld (your_multiples),a ;no multiples inc a ;ld a,1 ld (level),a ;reset level nr (#1) - ld hl,XLlevelsdata ;set level pointer to level#1 + ld hl,level00 ;set level pointer to level#1 ld (levelp),hl ;reset level pointer - inc a ;ld a,2 - ld (your_weapon),a ;default weapon ld a,4 ld (your_lives),a ;3 lives (4 will be decreased @ You_die) ld (pickuptimer),a ;next pickup after 4 enemies destroyed -You_die: +You_die: ;stack must be +1 + pop hl ;restore stack ld a,12 ld (your_armor),a ;12 HPs/shields ld a,(your_lives) ;load lives left dec a ;decrease lives ld (your_lives),a ;if lives=0ffh GO - jp c,game_over + inc a ;if -1 then zf set now + jp z,game_over ;and game's over jr samelevel ;--------------------------- next level ------------------------------------- -Next_level: - ld a,(your_armor) ;load current armor - cp 25-8 ;may not become >=25 - jr c,addok ;ok then just add 8 - ld a,25-8 ;set to maximum (8 will be added below) -addok: - add a,8 ;add 8 to armor - ld (your_armor),a ;change armor +Next_level: ;stack must be +1 + pop hl + cal inc_armor ;increase armor ld hl,level ;level number ld a,(hl) inc a @@ -2588,11 +2650,17 @@ addok: cal scoreInc ;update score ld hl,(levelp) ;level pointer - ld bc,5+32+4+4 ;advance one level + ld b,0 ;advance one level + ld c,(hl) + add hl,bc ;passed the enemies + ld c,1+7+32+3 add hl,bc ;update to point to next level ld (levelp),hl ;save samelevel: + ld hl,(your_ship) + ld (your_shipspr),hl + ld a,80 ld (nextevent),a ;time to first enemy appearance @@ -2601,34 +2669,36 @@ samelevel: cp (hl) cal z,dostory - ld a,(hl) ;load new level-enemy type - ld (level_enemy),a ;set level-enemy + ld a,(hl) ;number of (different) enemies in this level inc hl + ld c,a + ld (nrlvlenemies),a ;set nr of enemies-1 + ld b,0 ;bc=c so we can use ldir + ld de,lvlenemies ;table of enemies + ldir ;load enemies to table ld a,(hl) ;load new appearance-time - ld (eventtime),a ;set + ld (eventtime),a + inc hl + ld a,(hl) + ld (eventtime+1),a ;set inc hl ld a,(hl) ;load nr of enemies in this level ld (eventleft),a ;set nr of events left inc hl - ld a,(hl) ; + ld a,(hl) ld (level_info),a ; inc hl ld a,(hl) ;movement of enemies in this level ld (level_move),a ;do it - inc hl - ld a,(hl) ;how frequent the enemies fire a bullet - ld (level_fire),a ;consider it done inc hl ld de,spacespace - ld bc,17+17+2 + ld c,17+17+2 ;b=0 ldir ld ix,starx1 ld b,nrstars1 cal placestars - ld hl,RanPos - inc (hl) ld ix,starx2 ld b,nrstars2 cal placestars @@ -2639,72 +2709,70 @@ samelevel: ld (hl),a ;reset your ship (not exploding) inc hl ;hl = your_inv ld (hl),25 ;set 25*4=100 frames invulnerable - ld hl,x ;begin position x=... - ld (hl),a ;...=a=0=left - inc hl ;y=... - ld a,24 ;...=24=middle - ld (hl),a ;your y - - ld a,(torp_occ) - or a ;no torpedoes? - jr z,torpsclear ;then just continue (=0) - ld a,1 ;if so, set to "ready to fire" (=1) -torpsclear: + ld de,$1800 + ld (x),de ;begin position (x,y) + cal Place_multiples ;place all multiple-positions at that (0,24) - ld de,$0018 ;x=0, y=24 (like you..) -; cal Place_multiples ;place all multiple-positions at (0,24) + cal loadweapon ;load (your_weapon) ld hl,enemies ;remove all enemies and bullets ld (hl),0 ;clear first byte ld de,enemies+1 ;copy this to the next byte - ld bc,(nrenemies*enemysize)+((nrybuls+nrebuls)*3)-1 + ld bc,(nrenemies*enemysize)+(nrybuls*4)+(nrebuls*3)-1 ldir ;clear enemies + bullets (y/e) ;--------------------------- setup game ------------------------------------- game_setup: - cal BLACKLCD - ld hl,$0703 - ld (_curRow),hl ;center + cal BLACKLCD ;white on black ld hl,txt_level + ld de,$0703 + ld (_curRow),de ;center cal _puts ;display "LEVEL " - ld a,(level) + ld a,(level) ;current level ld l,a - ld h,$00 - - cal UNPACK_HL - add a,'0' - ld b,a - cal UNPACK_HL - add a,'0' + ld h,0 ;in hl + cal UNPACK_HL ;create first digit + add a,'0' ;0-9 + ld b,a ;into b + cal UNPACK_HL ;second digit + add a,'0' ;0-9 cal _putc ;display second digit ld a,b cal _putmap ;display first digit - ld hl,$0904 - ld (_curRow),hl ;display lives left below level nr ld hl,txt_lives ;bar text: "Lx0"... + ld de,$0904 + ld (_curRow),de ;display lives left below level nr + cal _puts ld a,(your_lives) ;lives left - add a,'0' ;make value - ld (txt_lives+3),a ;add to text - cal _puts ;display the string - res 3,(iy+5) ;set white on black + add a,'0' ;make value 0='0' + cal _putc + cal releasekeys ;wait for user to release all keys + ld hl,txt_savekey ;"Press [F1] to save" + ld de,$3A46 ;bottom-right + ld (_penCol),de + cal _vputs + + res 3,(iy+5) ;set white on black cal _getkey ;wait for keypress cp kF1 cal z,save_lvl cal _clrLCD ;clear screen - jp disp_icons ;display bottom icons +ret + cal disp_icons ;display bottom icons +ret + jp game_main_loop placestars: - cal Random5016 ;a = (0..50)*16 = random y-pos + cal RandomY ;a = random y-pos 1..bottom ld a,b ;a = b = star nr. = 1..7 add a,a ;a = 2b = 2..14 ld d,0 ld e,a ;de = a = 2-14 - add hl,de ;add to random y => random pos anywhere + or a + sbc hl,de ;substract from random y => random pos anywhere ld (ix),l ;save x-pos (l) ld (ix+1),h ;save y-pos (h) @@ -2719,143 +2787,160 @@ loadweapon: add a,a ; *8 ld c,a ld b,0 - ld hl,weapondata-16 + ld hl,weapondata add hl,bc ld a,(hl) ld (weapdamage),a ;damage of bullets inc hl ld a,(hl) -; ld (weapdaminc),a ;damage increase + ld (weapdaminc),a ;damage increase ret +;---------------------------------------------------------------------------- ;--------------------------- putsprite -------------------------------------- -;--------------------------- de =(X,Y) -------------------------------------- +;---------------------------------------------------------------------------- +;in: de=(x,y); ix=sprite +;out: ix=behind sprite; hl:a=right below sprite; b=0; d=width; ce=? -offsets_table: - .db $80,$40,$20,$10,8,4,2,1 putsprite: - ld a,d ;a = X - and %00000111 ;a = X mod 8 = bit nr. to mask - ld hl,offsets_table ;pixel mask table - ld c,a ;bit nr. - ld b,0 ;word - add hl,bc ;add to table - ld a,(hl) ;a = pixel mask - ld (_smc1+1),a ;alter pixel mask - - ld hl,GRAPH_MEM ;save-location - ld a,e ;y-coord - add a,a ;y*2 - add a,a ;y*4 - add a,a ;y*8 - rl b ;b (=0) =b*2+overflow (if y>32 then bc=bc+256) - add a,a ;y*16 (width of screen) - rl b ;b=b*2+overflow (if y>64 then bc=bc+512) - srl d ;d/2 - srl d ;d/4 - srl d ;d/8 (8 bits in byte) ** c is set when overflow - add a,d ;a = (Y*16+X/8) mod 256 - jr nc,_n1 ;jump if no carry = no overflow = a<=255 - inc b ;a>255 so increase bc by 256 -_n1: ld c,a ;c = (Y*16+X/8) mod 256 - add hl,bc ;bc = Y*16+X/8 - - ld d,(ix) - ld b,(ix+1) -_oloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -_smc1: ld a,1 ;Load pixel mask -_iloop: sla c ;Test leftmost pixel - jr nc,_noplot ;See if a plot is needed - ld e,a ;OR pixel with screen + ld c,(ix) ;save width +_putsprite: ;putsprite with custom width + ld a,d ;a=X + bit 7,d ;check sign bit of X + jr z,CSpositive ;X>=0 + + neg ;a=|X| + cp (ix) ;off screen? + ret nc ;X<=-width: don't draw at all + ld b,a ;b=|X|mod 8=1..7=bits to draw + ld a,%11111111 ;all bits set (draw everything) +CSclipleft: + srl a ;remove first bit in a for each b + dnz CSclipleft ;b=1: a=%01111111 + ;b=2: a=%00111111 + ;b=3: a=%00011111 + ;b=4: a=%00001111 + ;b=5: a=%00000111 + ;b=6: a=%00000011 + ;b=7: a=%00000001 + res 7,d ;X+128 (right side of screen) + dec e ;Y-- + jr CSdisplay ;done clipping + +CSpositive: + sub 129-8 ;minus (screen width - byte width) + ld b,a + ld a,%11111111 ;clipmask + jr c,CSdisplay ;x+width<128 then entire sprite is on screen + inc b ;b = number of pixels off screen +CSclipright: + add a,a ;remove last bit in a for each b + dnz CSclipright ;b=1: a=%11111110 + ;b=2: a=%11111100 + ;b=3: a=%11111000 + ;b=4: a=%11110000 + ;b=5: a=%11100000 + ;b=6: a=%11000000 + ;b=7: a=%10000000 + ;b>7: a=%00000000 = off screen + +CSdisplay: ;display the sprite ix at (d,e) masked + ld (CSclipmask),a ;set mask + cal findpixel ;convert de to screen location hl:a + ld (CSbitmask),a + + ld d,c ;width + ld b,(ix+1) ;height +CSyloop: + psh bc ;save rows to go + psh hl ;screen + ld b,d ;width + ld a,(ix+2) ;load image line + and 255 ;mask +CSclipmask =$-1 + ld c,a ;c=image + inc ix ;next +CSbitmask =$+1 + ld a,1 ;saved bitmask +CSxloop: + sla c ;test leftmost pixel + jr nc,CSnodraw ;don't draw if it's 0 + ld e,a ;psh af: save bitmask or (hl) - ld (hl),a - ld a,e -_noplot:rrca - jr nc,_notedge ;Test if edge of byte reached - inc hl ;Go to next byte -_notedge: - dnz _iloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - dnz _oloop - ret ;s are used instead of = faster + ld (hl),a ;OR pixel with screen + ld a,e ;pop af +CSnodraw: + rrca ;next bit + jr nc,CSbitdrawn ;carry set if bit "jumped" + inc hl ;next byte +CSbitdrawn: + dnz CSxloop + pop hl ;screen at x-offset=0 + ld bc,16 + add hl,bc ;next line + pop bc ;rows counter + dnz CSyloop +CSdone: ret ;--------------------------- putbigsprite ----------------------------------- putwidesprite: - ld a,d - and 7 - ld hl,offsets_table - ld c,a - ld b,0 - add hl,bc - ld a,(hl) - ld (wsmc1+1),a - ld (wsmc2+1),a - ld hl,(PutWhere) +;destr: abcdehl+ix (ix=behind sprite; hl:a=right below sprite; b=0; d=width) + ld a,(ix) ;width + cp 9 + jr c,putsprite ;width<=8: just draw the sprite - ld a,e - add a,a - add a,a - add a,a + ld a,(ix) + sub 8 ;width>8 + psh af + ld c,8 + psh de + cal _putsprite ;otherwise draw one column (8 pixels wide) + pop de + inc ix ;no x-size to load + ld a,8 ;next + add a,d ;8 pixels right + ld d,a + pop bc ;then draw the remaining pixels (c=width-8) + ld c,b + jr _putsprite - rl b - add a,a - rl b - srl d - srl d - srl d - add a,d - jr nc,n1 - inc b -n1: ld c,a - add hl,bc +safeputsprite: ;cal putsprite with de intact + psh de + cal putsprite + pop de + ret - ld d,(ix) - ld b,(ix+1) -woloop: psh bc ;Save # of rows - psh hl ;Save screen address - ld b,d ;Load width - ld c,(ix+2) ;Load one line of image - inc ix -wsmc1: ld a,1 ;Load pixel mask -wiloop: sla c ;Test leftmost pixel - jr nc,wnoplot ;See if a plot is needed - ld e,a ;OR pixel with screen - or (hl) - ld (hl),a - ld a,e -wnoplot: - rrca - jr nc,wnotedge ;Test if edge of byte reached - inc hl ;Go to next byte -wnotedge: -wsmc2: cp 1 - jr z,wover_1 +;------------------------------- findpixel ---------------------------------- +;based upon CLEM's fp | 131 cycles | 28 bytes | in:(d,e); out:hla; destr:de - dnz wiloop - pop hl ;Restore address - ld bc,16 ;Go to next line - add hl,bc - pop bc ;Restore data - dnz woloop - ret -wover_1: - ld c,(ix+2) - inc ix - dnz wiloop - dec ix - pop hl - ld bc,16 - add hl,bc - pop bc - dnz woloop +findpixel: + ld a,e ;a=e=Y + add a,a + add a,a ;add a,a is 7 cycles faster than add hl,hl + ld h,0 ;switch to hl now (Y<64) + ld l,a ;hl=4*Y + ld a,d ;a=d=X + rra ;RRA: carry flag must be reset! + add hl,hl ;that's what the adds are for :P + rra + add hl,hl ;hl=16*Y + rra ;a=X/8 + or l + ld l,a ;hl=hl+a + ld a,d + and 7 ;a=X\8 + cpl + rlca + rlca + rlca + ld (FPbit),a + xor a +FPbit =$+1 + set 0,a + ld de,dispbuffer ;screen base position (where x+y=0) +PutWhere =$-2 + add hl,de ret ;---------------------------------------------------------------------------- @@ -2864,94 +2949,89 @@ wover_1: spr_ship01: .db 7,7 ;ship alpha class - .db %01111000 ; ████ - .db %11100000 ; ███ - .db %01111100 ; █████ - .db %11110010 ; ████ █ - .db %01111100 ; █████ - .db %11100000 ; ███ - .db %01111000 ; ████ + .db %11000000 ;██ + .db %11110000 ;████ + .db %01111110 ; ██████ + .db %11101000 ;███ █ + .db %01111110 ; ██████ + .db %11110000 ;████ + .db %11000000 ;██ spr_ship01i: - .db 7,7 ;ship alpha class - .db %01010000 ; █ █ - .db %10100000 ; █ █ - .db %01010100 ; █ █ █ - .db %10100010 ; █ █ █ - .db %01010100 ; █ █ █ - .db %10100000 ; █ █ - .db %01010000 ; █ █ + .db 8,7 + .db %11000010 ;██ █ + .db %11110001 ;████ █ + .db %01111111 ; ███████ + .db %11101001 ;███ █ █ + .db %01111111 ; ███████ + .db %11110001 ;████ █ + .db %11000010 ;██ █ spr_ship02: -; .db 7,7 ;ship beta class -; .db %11100000 ; ███ -; .db %11110000 ; ████ -; .db %01111100 ; █████ -; .db %01110010 ; ███ █ -; .db %01111100 ; █████ -; .db %11110000 ; ████ -; .db %11100000 ; ███ + .db 7,7 ;ship beta class + .db %11100000 ;███ + .db %11111000 ;█████ + .db %01111100 ; █████ + .db %01110010 ; ███ █ + .db %01111100 ; █████ + .db %11111000 ;█████ + .db %11100000 ;███ spr_ship02i: -; .db 7,7 ;ship beta class -; .db %01000000 ; █ -; .db %10100000 ; █ █ -; .db %01010100 ; █ █ █ -; .db %00100010 ; █ █ -; .db %01010100 ; █ █ █ -; .db %10100000 ; █ █ -; .db %01000000 ; █ - -spr_multiple: - .db 6,4 ;multiples - .db %01111000 ; ████ + .db 8,7 + .db %11100010 ;███ █ + .db %11111001 ;█████ █ + .db %01111101 ; █████ █ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %11111001 ;█████ █ + .db %11100010 ;███ █ + +spr_ship03: + .db 7,7 ;ship gamma class + .db %11111000 ;█████ + .db %01100000 ; ██ + .db %11111100 ;██████ + .db %11100110 ;███ ██ + .db %11111100 ;██████ + .db %01100000 ; ██ + .db %11111000 ;█████ +spr_ship03i: + .db 8,7 + .db %11111010 ;█████ █ + .db %01100001 ; ██ █ + .db %11111101 ;██████ █ + .db %11100111 ;███ ███ + .db %11111101 ;██████ █ + .db %01100001 ; ██ █ + .db %11111010 ;█████ █ + +spr_ship04: + .db 7,7 ;ship delta class + .db %11000000 ; ██ + .db %11110000 ; ████ .db %11111100 ; ██████ + .db %01100010 ; ██ █ .db %11111100 ; ██████ - .db %01111000 ; ████ - -;--------------------------------- bullets ---------------------------------- - -spr_bullet01: - .db 5,3 ;dam=0-3 - .db %00110000 ; ▒██ - .db %01001000 ; ▒█ ▒█ - .db %00110000 ; ▒██ -spr_bullet02: - .db 5,3 ;dam=4-7 - .db %00110000 ; ▒██ - .db %01101000 ; ▒██▒█ - .db %00110000 ; ▒██ -spr_bullet03: - .db 5,3 ;dam=8-11 - .db %00110000 ; ▒██ - .db %11101000 ;▒███▒█ - .db %00110000 ; ▒██ -spr_bullet04: - .db 5,3 ;dam=8-11 - .db %00110000 ; ▒██ - .db %11111000 ;▒█████ - .db %00110000 ; ▒██ -spr_bullet05: - .db 5,3 ;dam=8-11 - .db %01110000 ; ▒███ - .db %11111000 ;▒█████ - .db %01110000 ; ▒███ -spr_bullet06: - .db 5,3 - .db %11110000 ;▒████ - .db %11111000 ;▒█████ - .db %11110000 ;▒████ -spr_bullett1: - .db 4,3 ;▒▒▒ - .db %11100000 ;▒███ .db %11110000 ; ████ - .db %01110000 ; ███ + .db %11000000 ; ██ +spr_ship04i: + .db 8,7 + .db %11000010 ; ██ █ + .db %11110001 ; ████ █ + .db %11111101 ; ██████ █ + .db %01100011 ; ██ ██ + .db %11111101 ; ██████ █ + .db %11110001 ; ████ █ + .db %11000010 ; ██ █ -spr_bullete1: - .db 4,3 ;enemy bullets - .db %01100000 ; ▒█▓▒░ - .db %11110000 ; ▒███▓▒░ - .db %01100000 ; ▒█▓▒░ +spr_multiple: + .db 6,5 ;multiples + .db %01111000 ; ████ + .db %11001100 ; ██ ██ + .db %10000100 ; █ █ + .db %11001100 ; ██ ██ + .db %01111000 ; ████ -;-------------------------------- explosion --------------------------------- +;-------------------------------- explosions -------------------------------- spr_explosion: .db 8,6 ;1 @@ -3019,175 +3099,442 @@ spr_explosion: .db %00100100 ; █▒ █ spr_yexplosion: - .db 8,6 ;8 - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; - .db %00000000 ; + .db 8,5 ;1 + .db %00000000 + .db %00101100 ; █ ██ + .db %00011110 ; ████ + .db %00110100 ; ██ █ + .db %00011000 ; ██ + .db %00000000 + + .db 8,5 ;2 + .db %00111000 ; ███ + .db %01011100 ; █ ███ + .db %10010111 ;█ █ ███ + .db %01000110 ; █ ██ + .db %00111000 ; ███ + .db %00000000 + + .db 8,6 ;3 + .db %00111100 ; ████ + .db %01001111 ; █ ████ + .db %10100011 ;█ █ ██ + .db %11000110 ;██ ██ + .db %01110101 ; ███ █ █ + .db %00111000 ; ███ + + .db 8,6 ;4 + .db %00110110 ; ██ ██ + .db %00000101 ; █ █ + .db %11000001 ;██ █ + .db %01100001 ; ██ █ + .db %11000010 ;██ █ + .db %01010001 ; █ █ █ + +;--------------------------------- bullets ---------------------------------- + +spr_bullet01: + .db 2,1 + .db %11000000 ;▒██ +spr_bullet02: + .db 4,1 + .db %11110000 ;▒████ +spr_bullet03: + .db 2,2 + .db %11000000 ;▒██ + .db %11000000 ;▒██ +spr_bullet04: + .db 3,2 + .db %11100000 ;▒███ + .db %11100000 ;▒███ +spr_bullet05: + .db 4,3 + .db %01100000 ; ▒██ + .db %11110000 ;▒████ + .db %01100000 ; ▒██ +spr_bullet06: + .db 5,3 + .db %00110000 ; ▒██ + .db %11111000 ;▒█████ + .db %00110000 ; ▒██ +spr_bullet07: + .db 5,3 + .db %01110000 ; ▒███ + .db %11111000 ;▒█████ + .db %01110000 ; ▒███ +spr_bullet08: + .db 5,3 + .db %11110000 ;▒████ + .db %11111000 ;▒█████ + .db %11110000 ;▒████ +spr_bullet09: + .db 5,4 + .db %00010000 ; ▒█ + .db %10111000 ;▒█▒███ + .db %01111000 ; ▒████ + .db %00010000 ; ▒█ +spr_bullet10: + .db 6,4 + .db %00111000 ; ▒███ + .db %01111100 ; ▒█████ + .db %11111100 ;▒██████ + .db %00110000 ; ▒██ +spr_bullet11: + .db 7,5 + .db %00011000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111100 ; ▒█████ + .db %00011000 ; ▒██ +spr_bullet12: + .db 7,6 + .db %00110000 ; ▒██ + .db %11111100 ;▒██████ + .db %00111110 ; ▒█████ + .db %01111110 ; ▒██████ + .db %11111100 ;▒██████ + .db %00111000 ; ▒███ +spr_bullet13: + .db 8,8 + .db %00111100 ; ▒████ + .db %11111110 ;▒███████ + .db %01111111 ; ▒███████ + .db %00011111 ; ▒█████ + .db %01111111 ; ▒███████ + .db %11111110 ;▒███████ + .db %00111100 ; ▒████ +spr_bullett1: + .db 4,3 ;▒▒▒ + .db %11100000 ;▒███ + .db %11110000 ; ████ + .db %01110000 ; ███ + +spr_bullete1: + .db 4,3 ;enemy bullets + .db %01100000 ; ██▒ + .db %11110000 ;████▒ + .db %01100000 ; ██▒ + +bullettable: + .db (spr_bullet01-spr_bullet01) ;0 + .db (spr_bullet02-spr_bullet01) ;4 + .db (spr_bullet03-spr_bullet01) ;8 + .db (spr_bullet04-spr_bullet01) ;12 + .db (spr_bullet05-spr_bullet01) ;16 + .db (spr_bullet06-spr_bullet01) ;20 + .db (spr_bullet07-spr_bullet01) ;24 + .db (spr_bullet08-spr_bullet01) ;28 + .db (spr_bullet09-spr_bullet01) ;32 + .db (spr_bullet10-spr_bullet01) ;36 + .db (spr_bullet11-spr_bullet01) ;40 + .db (spr_bullet12-spr_bullet01) ;44 + .db (spr_bullet13-spr_bullet01) ;48 + .db (spr_bullet13-spr_bullet01) ;52 + .db (spr_bullet13-spr_bullet01) ;56 + .db (spr_bullet13-spr_bullet01) ;60 + +;format:[min.damage] [dam.inc] [000:direction 00000:speed] [offset] +;damage = min.damage + dam.inc*incs (0<=incs<=6) +;speed in pixels/frame (>=%10010=forward; <=%01110=backwards) +;direction: 0=straight forward; 1=up; 2=1/2up; 3=down; 4=1/2down + +maxnrweapons = 8+1 +weapondata: + .db 1,1,%00000000,0,%00000000,0,%00010010,3 ;1 single fire + .db 4,1,%00000000,0,%00000000,0,%00010011,3 ;2 fast single + .db 1,1,%00000000,0,%00010010,0,%00010010,6 ;3 double + .db 1,1,%01110010,2,%10010010,2,%00110010,2 ;4 triple + .db 3,2,%01110011,2,%10010011,2,%00110011,2 ;5 + .db 5,3,%01110011,2,%10010100,2,%00110011,2 ;6 + .db 7,4,%01110100,2,%10010100,2,%00110100,2 ;7 + .db 12,5,%01110110,2,%10010110,2,%00110110,2 ;8 +maxweapon = 8 + .db 1,1,%00000000,0,%00000000,0,%11100000,3 ;1 single laser + .db 1,1,%00000000,0,%11100000,0,%11100000,6 ;2 double laser + .db 1,1,%11100000,0,%11100000,6,%11100000,3 ;3 triple laser +maxlaser = 11 + +collidedamage = 4 ;------------------------------------ bar ----------------------------------- -spr_iconhalf: - .db 16,7 ;selected .......: - .db %11111111 ; ████████ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %00000001 ; █ - .db %11111111 ; ████████ +spr_lship: + .db 5,3 ;li'l ship indicating lives left + .db %11100000 ;███ + .db %01111000 ; ████ + .db %11100000 ;███ +lshipsize = 5 ;space between two ship icons + spr_icon: - .db 16,7 ;selected .......:.......: - .db %11111111,%11111111 ; ████████████████ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11000000,%00000001 ; ██ █ - .db %11111111,%11111111 ; ████████████████ + .db 16,7 ;selected.......:.......: + .db %11111111 ;████████████████ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11000000 ;██ █ + .db %11111111 ;████████████████ + .db 7 + .db %11111111 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %00000001 + .db %11111111 spr_icon00: - .db 16,7 ;unused .......:.......: - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ - .db %11010101,%01010101 ; ██ █ █ █ █ █ █ █ - .db %10101010,%10101010 ; █ █ █ █ █ █ █ █ + .db 16,7 ;unused .......:.......: + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db %11010101 ;██ █ █ █ █ █ █ █ + .db %10101010 ;█ █ █ █ █ █ █ █ + .db 7 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 + .db %01010101 + .db %10101010 spr_icon01: - .db 16,7 ;armor ; .......:.......: - .db %10000111,%11110000 ; █ ███████ - .db %10011000,%00001100 ; █ ██ ██ - .db %10110011,%11000110 ; █ ██ ████ ██ - .db %10110000,%11110110 ; █ ██ ████ ██ - .db %10110011,%11000110 ; █ ██ ████ ██ - .db %10011000,%00001100 ; █ ██ ██ - .db %10000111,%11110000 ; █ ███████ + .db 16,7 ;armor ;.......:.......: + .db %10000111 ;█ ███████ ▒ + .db %10011000 ;█ ██ ██ ▒ + .db %10110011 ;█ ██ ████ ██ ▒ + .db %10110000 ;█ ██ ████ ██ ▒ + .db %10110011 ;█ ██ ████ ██ ▒ + .db %10011000 ;█ ██ ██ ▒ + .db %10000111 ;█ ███████ ▒ + .db 7 + .db %11110000 + .db %00001100 + .db %11000110 + .db %11100110 + .db %11000110 + .db %00001100 + .db %11110000 spr_icon02: - .db 16,7 ;torpedo .......:.......: - .db %10111000,%00010101 ; █ ███ █ █ █ - .db %10011100,%00010101 ; █ ███ █ █ █ - .db %10111000,%01001010 ; █ ███ █ █ █ - .db %10000000,%11101010 ; █ ███ █ █ - .db %11100001,%11100101 ; ███ ████ █ █ - .db %10011000,%11110101 ; █ ██ ████ █ █ - .db %11100110,%00110010 ; ███ ██ ██ █ + .db 16,7 ;tailbeam.......:.......: + .db %10000000 ;█ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000001 ;█ ███ ▒ + .db %10111011 ;█ ███ ██████ ██▒ + .db %10000001 ;█ ███ ▒ + .db %10000011 ;█ ██ ▒ + .db %10000000 ;█ ▒ + .db 7 + .db %00000000 + .db %00000000 + .db %11000000 + .db %11110011 + .db %11000000 + .db %00000000 + .db %00000000 +spr_icon02b: + .db 16,7 ;torpedo .......:.......: + .db %10111000 ;█ ███ █ █ █▒ + .db %10011100 ;█ ███ █ █ █▒ + .db %10111000 ;█ ███ █ █ █ ▒ + .db %10000000 ;█ ███ █ █ ▒ + .db %11100001 ;███ ████ █ █▒ + .db %10011000 ;█ ██ ████ █ █▒ + .db %11100110 ;███ ██ ██ █ ▒ + .db 7 + .db %00010101 + .db %00010101 + .db %01001010 + .db %11101010 + .db %11100101 + .db %11110101 + .db %00110010 spr_icon03: - .db 16,7 ;bullets .......:.......: - .db %10000000,%11000000 ; █ ██ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %11111100,%00000000 ; ██████ ▒▒▒ - .db %10011000,%11000000 ; █ ██ ██ ▒▒▒ - .db %10000011,%11100000 ; █ █████ ▒▒▒ - .db %10000000,%11000000 ; █ ██ + .db 16,7 ;bullets .......:.......: + .db %10000000 ;█ ██ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %11111100 ;██████ ▒▒▒ ▒ + .db %10011000 ;█ ██ ██ ▒▒▒ ▒ + .db %10000011 ;█ █████ ▒▒▒ ▒ + .db %10000000 ;█ ██ ▒ + .db 7 + .db %11000000 + .db %11100000 + .db %11000000 + .db %00000000 + .db %11000000 + .db %11100000 + .db %11000000 spr_icon04: - .db 16,7 ;laser .......:.......: - .db %10000000,%00000000 ; █ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10111011,%00000000 ; █ ███ ██ - .db %10011101,%11111111 ; █ ███ █████████ - .db %10111011,%00000000 ; █ ███ ██ - .db %10110010,%10000000 ; █ ██ █ █ - .db %10000000,%00000000 ; █ + .db 16,7 ;laser .......:.......: + .db %10000000 ;█ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %11110111 ;████ ███████▒▒▒█▒ + .db %11101100 ;███ ██ ▒▒▒ ▒ + .db %10001010 ;█ █ █ ▒▒▒ ▒ + .db %10000000 ;█ ▒ + .db 7 + .db %00000000 + .db %00000000 + .db %00000000 + .db %11111111 + .db %00000000 + .db %00000000 + .db %00000000 spr_icon05: - .db 16,7 ;multiple .......:.......: - .db %10000011,%10000000 ; █ ███ - .db %10000001,%11100110 ; █ ████ ██ - .db %10000001,%11100000 ; █ ████ - .db %10000011,%10000000 ; █ ███ - .db %10011000,%00000000 ; █ ██ - .db %10111100,%11000011 ; █ ████ ██ ██ - .db %10011000,%00000000 ; █ ██ + .db 16,7 ;multiple.......:.......: + .db %10000011 ;█ ███ ▒ + .db %10000001 ;█ ████ ██ ▒ + .db %10000001 ;█ ████ ▒ + .db %10000011 ;█ ███ ▒ + .db %10011000 ;█ ██ ▒ + .db %10111100 ;█ ████ ██ ██▒ + .db %10011000 ;█ ██ ▒ + .db 7 + .db %10000000 + .db %11100110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %11000011 + .db %00000000 spr_dividerline: .db 8,7 .db 128,128,128,128,128,128,128 ;128 = %10000000 -;-------------------------- weapondata -------------------------------------- - -;format:[unused] [ybuls(max.bullets)] [0000:direction 0000:speed] [offset] -maxnrweapons = 8+1 -weapondata: - .db 2,1,%00000010,2,%00000000,0,%00000000,0 ;single fire - .db 2,1,%00000011,2,%00000000,0,%00000000,0 ;fast single - .db 16,2,%00000010,0,%00000010,5,%00000000,0 ;double - .db 16,1,%00010010,2,%00110010,2,%01000010,2 ;triple - .db 16,1,%00010011,2,%00110011,2,%01000011,2 - .db 16,1,%00010011,2,%00110011,2,%01000100,2 - .db 16,1,%00010100,2,%00110100,2,%01000101,2 - .db 16,1,%00010100,2,%00110100,2,%01000101,2 - ;---------------------------- texts ----------------------------------------- -txt_about: .db " v0.96.A30",127,"by Shiar",0 -txt_email: .db "shiar0@hotmail.com",0 +txt_email: .db "www.shiar.org ",127 ;title screen + .db " shiar0@hotmail.com",0 +_txt_email = $3A01 ;$3A1E=just email +txt_about: .db "v0.98.79 ",127," by Shiar",0 ;right behind txt_email +_txt_about = $3321 txt_menu1: .db "NEW GAME",0 txt_menu2: .db "CONTINUE",0 -txt_level: .db "LEVEL ",0 -txt_gameover: .db "GAME OVER!",0 +txt_level: .db "LEVEL ",0 ;new level screen +txt_lives: .db "Lx0",0 +txt_savekey: .db "Press [F1] to save",0 + +txt_gameover: .db "GAME OVER!",0 ;game over screen txt_score: .db "Score",0 txt_hiscore: .db "Hiscore",0 -txt_lives: .db "Lx0?",0 -txt_pressenter: .db "Enter to continue",0 -txt_teacher: .db "(2",Lpi,"*.95)/sin 13",0 -txt_teacherans: .db Lneg,"14.2063168184",0 +txt_pressenter: .db "Enter to continue",0 ;pause +txt_teacher: .db "(2",Lpi,"*.98)/sin 13",0 ;teacher +txt_teacherans: .db Lneg,"14.6549373495",0 ;---------------------------- save data ------------------------------------- -PutWhere .dw GRAPH_MEM ;where to put the wide sprites -laserlasts .db 5 - storehi_start: -hiscore .dw $0000 -hiname .db "Shiar.97",0 +hiscore .dw 0 ;default hiscore +hiname .db "shiar.98",0 ; " " name storehi_end: -storesave_start: -level .db $01 ;level number -levelp .dw XLlevelsdata ;pointer to level data -pickuptimer .db $04 ;counts when to place a pickup -score .dw $0000 - -your_pickup .db $00 -your_occ .db $00 ;0=normal 1..16=exploding -your_inv .db $00 ;invincibility left -your_armor .db $0a ;HP left -your_lives .db $03 ; - -your_weapon .db $02 ;weapon: 0=no, 1=laser, 2+=bullet n+1 -your_multiples .db $00 ;multiples present -torp_occ .db $00 ;torp.state: 0=unavail 1=avail 2=presnt -torp_pos .dw $0000 ;torpedo position (x,y) +storesave_start: ;--SAVED GAME-- defs: +level .db 1 ;level number 1 +levelp .dw level01 ;pointer to level data l01 +pickuptimer .db 4 ;counts when to place a pickup 4 +your_ship .dw spr_ship01 ;your sprite sprs1 +your_score .dw 0 ;current score 0 +your_pickup .db 3 ;pickups already picked up 0 +your_occ .db 0 ;0=normal 1..16=exploding 0 +your_inv .db 0 ;invincibility left 0 +your_armor .db 12 ;HP left 12 +your_lives .db 3 ;lives left 3 +your_weapon .db 0 ;current weapon upgrade 0 +your_multiples .db 0 ;multiples present 0 +your_tail .db 0 ;tail beam present 0 storesave_end: +time2invert: .db 0 ;time until b<>w switch (0 at startup) -;XLlevelsdata:--------------------------------------------------------------- -XLlevelsdata: +;------------------------------ levels data --------------------------------- - .db 0 +;format:boss: [moveType] [enemyType] +; @level: [nr.dif.enemies]x [enemy nr] +; [min. enemy frequency] [enemy frequency max.inc] [next lvl] +; [level_info: 0000:damage 0:diagfire 0:ground 0:ceiling 0:?] +; [level_move] [tunnel size] [groundtype] +; [16_ground] [16_ceiling] [stars1] [stars2] +;efrequency must be odd if halfluring! + +level00: + .db 0 ;story identifier .db $21,$1d,"Cosmic year 6716" ,0,0,$1d,$06 - .db $1b,$1d,"storyline coming soon..." ,0,0,$1d,$06 - .db $09,$19,"the Nemesis saga continues",0,1 - .db $2e,$21,"with NEMESIS 86" ,0,1 + .db $1b,$1d,"STORYLINE COMING SOON" ,0,0,$1d,$06 + .db $09,$19,"STORYLINE COMING SOON" ,0,1 + .db $2e,$21,"**** NEMESIS 86" ,0,1 .db $52,$36,"by Shiar" ,0,0,$19,$23 - .db $ff + .db $ff ;story end -;format:[enemy nr] [enemy frequency] [next lvl] -; [level_info: 0000:damage 0:directfire 0:ground 0:ceiling 0:diagfire] -; [level_move] [level_fire] [tunnel size] [groundtype] [16_ground] -; [16_ceiling] [stars1] [stars2] + .db 20 ;boss for level01 +level01: ;intro-like, just a few enemies to begin with + .db 2,6,8 + .db 26,70,20,%00010000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 - .db $15,$07,$08 ;fireFreq; moveType; enemyType -level01: ;efrequency must be odd if halfluring! - .db $01,$1b,$2f,%00010001,0,255,0,0 ;0f>>2f ; 7 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 - .db 1,1 ; 2 - .db $10,$07,$09 ; 3 + .db 21 +level02: ;first wave of enemies; easeey + .db 3,6,7,8 + .db 20,60,60,%00100000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 22 +level03: ;some more enemies + .db 4,7,8,9,10 + .db 17,40,75,%00110000,0,0,0 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 0,0 ;storyline ID + .db 1,1,"Long-Range scanners are ", + .db "showing",0,1 + .db 1,8,"lots of enemy vessels on ", + .db "an intercept",0,1 + .db 1,15,"course.",0,1 + .db 1,24,"I'm changing course to a", + .db " nearby ",0,1 + .db 1,31,"asteroid belt and try to",0,1 + .db 1,38,"lose them inthere.",0,0 + .db 1,38+5,$FF + + .db 23 +level04: ;light asteroid belt + .db 3,1,2,4 + .db 12,24,80,%00111000 + .db 2,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 24 +level05: ;inside asteroid belt + .db 5,1,2,3,4,5 + .db 6,10,180,%01011000 + .db 2,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 25 +level02a: + .db 3,4,5,6 + .db 30,1,40,%01000000 + .db 0,0,0 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 ;16 + .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 + .db 1,1 + + .db 0 .db 0 .db $01,01,"And the storyline conti", @@ -3198,230 +3545,472 @@ level01: ;efrequency must be odd if halfluring! .db "anet =)",0,0,1,20 .db $FF - .db $10,$07,$09 ; 3 -level02: ;44 - .db $02,$13,$4b,%00100101,0,064,0,0 - .db 1,2,3,4,5,6,6,5,4,3,4,5,4,3,2,1 + .db 26 +level03b: + .db 1,$02 + .db $13,40,$4b,%00100100,0,-5,1 + .db 1,2,3,4,5,6,6,5,4,3,4,5,4,5,6,5 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db $0E,$07,$09 + + .db 0 .db 0 .db $01,01,"Blablabla...",0,1 .db $01,34,"this storyline sux",0,0,1,39 - .DB $FF + .db $FF - .db $0E,$07,$09 -level03: - .db $03,$2d,$3f,%00010110,0,255,-9,1 + .db 27 +level03a: + .db 1,$03 + .db $2d,$3f,%00010110,0,-9,1 .db 3,2,4,3,2,2,1,1,1,1 ,1,1,21,17,18,20 .db 1,1,1,1,1,1,1,3,6,12,9,1,21,19,18,18 - .db -1,-1 + .db -1,-1 ;=%11111111=line - .db $0D,$07,$08 -level04: - .db $04,$11,$41,%00100001,0,057,0,0 + .db $07,$08 +level04b: + .db 1,$04 + .db $11,$41,%00100001,0,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db $0C,$07,$09 -level05: - .db $05,$11,$45,%00100101,%10,031,-7,1 + .db $07,$09 +level05a: + .db 1,$05 + .db $11,$45,%00100101,%10,-7,1 .db 14,12,11,9,10,7,7,5,4,3,4,4,2,3,1,2 .db 1, 1, 1, 1,1, 1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db $0B,$07,$08 -level06: - .db $06,$19,$3a,%00100111,0,255,-4,1 + .db $07,$08 +level06c: + .db 1,$06 + .db $19,$3a,%00100111,0,-4,1 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 .db 20,22,18,15,9,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 - .db $08,$07,$09 + .db $07,$09 level07: - .db $07,$09,$ff,%00100001,0,043,0,0 + .db 1,$07 + .db $09,$ff,%00100001,0,0,0 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 .db 1,1 -;XLenemytable:--------------------------------------------------------------- -XLbullettable: - .db (spr_bullet01-spr_bullet01) ;0 - .db (spr_bullet01-spr_bullet01) ;4 - .db (spr_bullet02-spr_bullet01) ;8 - .db (spr_bullet02-spr_bullet01) ;12 - .db (spr_bullet03-spr_bullet01) ;16 - .db (spr_bullet03-spr_bullet01) ;20 - .db (spr_bullet03-spr_bullet01) ;24 - .db (spr_bullet04-spr_bullet01) ;28 - .db (spr_bullet04-spr_bullet01) ;32 - .db (spr_bullet04-spr_bullet01) ;36 - .db (spr_bullet05-spr_bullet01) ;40 - .db (spr_bullet05-spr_bullet01) ;44 - .db (spr_bullet05-spr_bullet01) ;48 - .db (spr_bullet06-spr_bullet01) ;52 - .db (spr_bullet06-spr_bullet01) ;56 - .db (spr_bullet06-spr_bullet01) ;60 - -XLenemytable: - .db $00 ;00 - .db (spr_enemy01-spr_enemy00)/2 ;01 - .db (spr_enemy02-spr_enemy00)/2 ;02 - .db (spr_enemy03-spr_enemy00)/2 ;03 - .db (spr_enemy04-spr_enemy00)/2 ;04 - .db (spr_enemy05-spr_enemy00)/2 ;05 - .db (spr_enemy06-spr_enemy00)/2 ;06 - .db (spr_enemy07-spr_enemy00)/2 ;07 - .db (spr_boss01 -spr_enemy00)/2 ;08 - .db (spr_boss02 -spr_enemy00)/2 ;09 - .db (spr_enemy08-spr_enemy00)/2 ;0A - .db (spr_enemy00-spr_enemy00)/2 ;0B - .db (spr_enemy00-spr_enemy00)/2 ;0C - .db (spr_enemy00-spr_enemy00)/2 ;0D - .db (spr_enemy00-spr_enemy00)/2 ;0E - .db (spr_enemy00-spr_enemy00)/2 ;0F - -;XLenemyinfos:--------------------------------------------------------------- -XLenemyinfos: - -;format: [000000:HP 00:occ] [HP64] [appearance(ypos)] [unused] - - .db %00100110,0,1,1 ;#1 HP:1 app:random - .db %00101010,0,2,3 ;#2 HP:1 app:halflure - .db %00001111,0,3,2 ;#3 HP:1 app:lure - - .db %00000110,0,4,2 ;#4 HP:2 app:lure - .db %00000111,0,5,3 ;#5 HP:2 app:random moving - .db %00001011,0,6,2 ;#6 HP:3 app:lure moving - - .db %00011011,0,7,3 ;#7 HP:7 app:halflure moving - - .db %00110011,1,8,1 ;boss1 - .db %00111011,0,9,3 ;boss2 - - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - .db %00000000,0,0,0 - -;XLsprenemies:--------------------------------------------------------------- -XLsprenemies: +;------------------------------ enemies ------------------------------------- + +;format: [HP64] [000000:HP 00:occ] [sprite] [xpos] [appearance(ypos)] +; [movetype] [time2fire] [firefreq] +;appearances: 1=random; 2=lure; 3=halflure +;case movetype: +; 1=updown; 2=1/4x; 3=1/2x; 4=1.5x; 5=2x; 6=smart; 7=y-lure; +; 8=y-lure 1/2x; 9=8 stop at x=99; 10=x+y-lure 1/2x +enemyspecs: +;1-5=asteroids + .db 0,%00100110,(spr_enemyA1-spr_enemy00)/2,128,1,0,0,0 + .db 0,%00111110,(spr_enemyA2-spr_enemy00)/2,128,1,0,0,0 + .db 0,%01011010,(spr_enemyA3-spr_enemy00)/2,128,1,4,0,0 + .db 1,%00001010,(spr_enemyA4-spr_enemy00)/2,128,1,3,0,0 + .db 0,%00111110,(spr_enemyA4-spr_enemy00)/2,128,1,5,0,0 +;6-10=basic enemies + .db 0,%00010010,(spr_enemyE1-spr_enemy00)/2,128,1,0,10,0 ;weak + .db 0,%00110010,(spr_enemyE4-spr_enemy00)/2,128,1,3,6,50 ;slow + .db 0,%00100110,(spr_enemyE2-spr_enemy00)/2,128,1,0,1,0 + .db 0,%00101110,(spr_enemyE3-spr_enemy00)/2,128,3,0,19,39 + .db 0,%00101010,(spr_enemyE5-spr_enemy00)/2,128,3,4,1,0 ;fast +;11=jumping bug (up/down) + .db 0,%00001111,(spr_enemyN3-spr_enemy00)/2,128,2,1,87,5 + + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;12 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;13 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;14 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;15 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;16 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;17 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;18 + .db 0,%00000011,(spr_enemy00-spr_enemy00)/2,1,0,0,0,0 ;19 +;20-22=first bosses + .db 1,%00101011,(spr_boss0_1-spr_enemy00)/2,127,1,8,20,12 ;20 + .db 1,%00110011,(spr_boss0_1-spr_enemy00)/2,127,1,8,15,10 ;21 + .db 1,%01001011,(spr_boss0_2-spr_enemy00)/2,127,3,9,10,9 ;22 +;23-24=asteroid bosses + .db 2,%00001011,(spr_boss0_3-spr_enemy00)/2,127,1,10,36,14 + .db 2,%00110011,(spr_boss0_3-spr_enemy00)/2,127,2,10,28,12 +;25-26=big bosses + .db 2,%00000111,(spr_boss0_4-spr_enemy00)/2,127,3,7,18,7 ;25=bigboss1 + .db 2,%01001011,(spr_boss0_5-spr_enemy00)/2,127,3,7,18,7 ;26=bigboss2 spr_enemy00: - .db 8,8 ;pickup - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %11111111 ; ████████ - .db %11111111 ; ████████ - .db %00011000 ; ██ - .db %00011000 ; ██ - .db %00011000 ; ██ - -spr_enemy01: - .db 6,6 ;enemy type one - .db %00111100 ; ████ - .db %01110000 ; ███ - .db %11110000 ; ████ - .db %11110000 ; ████ - .db %01110000 ; ███ - .db %00111100 ; ████ -spr_enemy02: - .db 8,6 ;enemy type two - .db %00111111 ; █████ - .db %01111000 ; ████ - .db %11111100 ; ██████ - .db %11111100 ; ██████ - .db %01111000 ; ████ - .db %00111111 ; █████ -spr_enemy03: - .db 6,6 ;enemy type three - .db %01111100 ; █████ - .db %11110000 ; ████ - .db %11111000 ; █████ - .db %11111000 ; █████ - .db %11110000 ; ████ - .db %01111100 ; █████ -spr_enemy04: - .db 6,6 ;enemy type four + .db 16,8 ;pickup + .db %11111111 ; ████████████ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %10111111 ; █ ████████ █ + .db %10111111 ; █ ████████ █ + .db %10000110 ; █ ██ █ + .db %10000110 ; █ ██ █ + .db %11111111 ; ████████████ + .db 8 + .db %11110000 + .db %00010000 + .db %00010000 + .db %11010000 + .db %11010000 + .db %00010000 + .db %00010000 + .db %11110000 + .db 0 + +spr_enemyA1: + .db 7,6 ;asteroid one + .db %00011000 ; ██ + .db %01101100 ; ██ ██ + .db %10011110 ;█ ████ + .db %11111010 ;█████ █ + .db %10111100 ;█ ████ + .db %01110000 ; ███ +spr_enemyA2: + .db 8,7 ;asteroid two + .db %00111100 ; ████ + .db %01011010 ; █ ██ █ + .db %01101101 ; ██ ██ █ + .db %11111101 ;██████ █ + .db %11111111 ;████████ + .db %10110110 ;█ ██ ██ + .db %01100000 ; ██ + .db 0 +spr_enemyA3: + .db 8,8 ;asteroid three + .db %00011110 ; ████ + .db %01110011 ; ███ ██ + .db %01111101 ; █████ █ + .db %10110111 ;█ ██ ███ + .db %11111110 ;███████ + .db %11111101 ;██████ █ + .db %01010111 ; █ █ ███ + .db %00001110 ; ███ +spr_enemyA4: + .db 7,6 ;asteroid four + .db %01111000 ; ████ + .db %10110110 ;█ ██ ██ + .db %11111101 ;██████ █ + .db %01111011 ; ████ ██ + .db %01001110 ; █ ███ + .db %00110000 ; ██ + +spr_enemyE1: + .db 6,7 ;weak + .db %00111100 ; ████ + .db %01000100 ; █ █ + .db %10111000 ;█ ███ + .db %11100000 ;███ + .db %10111000 ;█ ███ + .db %01000100 ; █ █ + .db %00111100 ; ████ + .db 0 +spr_enemyE2: + .db 6,6 ;weak + .db %00111100 ; ████ + .db %01010000 ; █ █ + .db %10100000 ;█ █ + .db %10100000 ;█ █ + .db %01010000 ; █ █ + .db %00111100 ; ████ +spr_enemyE3: + .db 6,6 ;normal solid (Galaxian enemy) + .db %00111100 ; ████ + .db %01110000 ; ███ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01110000 ; ███ + .db %00111100 ; ████ +spr_enemyE4: + .db 6,7 + .db %00011100 ; ███ + .db %01101000 ; ██ █ + .db %10011000 ;█ ██ + .db %01110000 ; ███ + .db %10011000 ;█ ██ + .db %01101000 ; ██ █ + .db %00011100 ; ███ + .db 0 +spr_enemyE5: + .db 6,6 ;speedy + .db %00011100 ; ███ + .db %01111000 ; ████ + .db %11100000 ;███ + .db %11100000 ;███ + .db %01111000 ; ████ + .db %00011100 ; ███ + +spr_enemyG1: + .db 8,6 ;G-Type + .db %00111111 ; █████ + .db %01001000 ; █ █ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01001000 ; █ █ + .db %00111111 ; █████ +spr_enemyG2: + .db 8,6 ;smaller nacelles + .db %00000111 ; ███ + .db %01101100 ; ██ ██ + .db %10110100 ;█ ██ █ + .db %10110100 ;█ ██ █ + .db %01101100 ; ██ ██ + .db %00000111 ; ███ +spr_enemyG3: + .db 8,6 ;shuttle + .db %00001111 ; ████ + .db %01111100 ; █████ + .db %10011100 ;█ ███ + .db %10011100 ;█ ███ + .db %01111100 ; █████ + .db %00001111 ; ████ +spr_enemyG4: + .db 8,6 ;G-Type solid + .db %00111111 ; █████ + .db %01111000 ; ████ + .db %11111100 ;██████ + .db %11111100 ;██████ + .db %01111000 ; ████ + .db %00111111 ; █████ +spr_enemyG5: + .db 6,6 ;G lost his head; large window ;) + .db %01111100 ; █████ + .db %10110000 ;█ ██ + .db %10111000 ;█ ███ + .db %10111000 ;█ ███ + .db %10110000 ;█ ██ + .db %01111100 ; █████ +spr_enemyG6: + .db 7,6 ;small G-type + .db %00011110 ; ████ + .db %01111000 ; ████ + .db %11110000 ;████ + .db %11110000 ;████ + .db %01111000 ; ████ + .db %00011110 ; ████ + +spr_enemyS1: + .db 6,6 ;solid .db %00111000 ; ███ .db %01111100 ; █████ .db %11111000 ; █████ .db %11111000 ; █████ .db %01111100 ; █████ .db %00111000 ; ███ -spr_enemy05: - .db 7,6 ;enemy type five +spr_enemyS2: + .db 7,6 ;some attack vessel + .db %00011100 ; ███ + .db %01110010 ; ███ █ + .db %10101100 ; █ █ ██ + .db %10101100 ; █ █ ██ + .db %01110010 ; ███ █ + .db %00011100 ; ███ +spr_enemyS3: + .db 7,6 ;interceptor .db %00011110 ; ████ .db %01111110 ; ██████ .db %11111100 ; ██████ .db %11111100 ; ██████ .db %01111110 ; ██████ .db %00011110 ; ████ -spr_enemy06: - .db 7,6 ;enemy type six - .db %00011100 ; ███ - .db %01111110 ; ██████ - .db %10111000 ; █ ███ - .db %10111000 ; █ ███ - .db %01111110 ; ██████ - .db %00011100 ; ███ -spr_enemy07: - .db 8,6 ;enemy type seven - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ +spr_enemyS4: + .db 8,6 ;cheap intercept + .db %00011011 ; ██ ██ + .db %01110110 ; ███ ██ + .db %10111100 ; █ ████ + .db %10111100 ; █ ████ + .db %01110110 ; ███ ██ + .db %00011011 ; ██ ██ + +spr_enemyN1: + .db 8,7 ;some cool Nemesis-MSX enemy + .db %00111110 ; █████ + .db %11110001 ;████ █ + .db %00001110 ; ███ + .db %00010101 ; █ █ █ + .db %00001110 ; ███ + .db %11110001 ;████ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN2: + .db 8,7 ; + .db %00111110 ; █████ + .db %00011101 ; ███ █ + .db %11111111 ;████ ███ + .db %01110110 ; ██ ███ + .db %11111111 ;████ ███ + .db %00011101 ; ███ █ + .db %00111110 ; █████ + .db 0 +spr_enemyN3: + .db 8,7 ;Nem3MSX jumper lvl#3 + .db %10111110 ;█ █████ + .db %01011101 ; █ ███ █ + .db %01111110 ; ██████ + .db %00010100 ; █ █ + .db %01111110 ; ██████ + .db %01011101 ; █ ███ █ + .db %10111110 ;█ █████ + .db 0 -spr_boss01: - .db 16,10 ;boss type one - .db %00000001,%11111111 ; █████████ - .db %00001111,%11111110 ; ███████████ - .db %00111111,%11110000 ; ██████████ - .db %01011111,%10000000 ; █ ██████ - .db %10011111,%01000000 ; █ █████ █ - .db %10011111,%01000000 ; █ █████ █ - .db %01011111,%10000000 ; █ ██████ - .db %00111111,%11110000 ; ██████████ - .db %00001111,%11111110 ; ███████████ - .db %00000001,%11111111 ; █████████ -spr_boss02: - .db 16,10 ;boss type:one : - .db %11111110,%00000000 ; ███████ - .db %00001111,%10001111 ; █████ ████ - .db %00111111,%11100011 ; █████████ ██ - .db %01001111,%11111110 ; █ ███████████ - .db %10001101,%01111100 ; █ ██ █ █████ - .db %10001101,%01111100 ; █ ██ █ █████ - .db %01001111,%11111110 ; █ ███████████ - .db %00111111,%11100011 ; █████████ ██ - .db %00001111,%10001111 ; █████ ████ - .db %11111110,%00000000 ; ███████ - - -spr_enemy08: - .db 8,6 ;enemy type eight - .db %00011110 ; ████ - .db %01111111 ; ███████ - .db %10011100 ; █ ███ - .db %10011100 ; █ ███ - .db %01111111 ; ███████ - .db %00011110 ; ████ +spr_boss0_1: + .db 16,10 ;boss type one..:.......: + .db %00000001 ; ██████ ██ + .db %00001110 ; ███ █ ███ + .db %00110010 ; ██ █ ████ + .db %01001101 ; █ ██ ██ + .db %11101011 ;███ █ ██ █ + .db %11101011 ;███ █ ██ █ + .db %01001101 ; █ ██ ██ + .db %00110010 ; ██ █ ████ + .db %00001110 ; ███ █ ███ + .db %00000001 ; ██████ ██ + .db 10 + .db %11111011 + .db %00101110 + .db %11110000 + .db %10000000 + .db %01000000 + .db %01000000 + .db %10000000 + .db %11110000 + .db %00101110 + .db %11111011 + .db 0 +spr_boss0_2: + .db 16,10 ;boss type two..:.......: + .db %11111110 ;███████ + .db %00000011 ; ███ ████ + .db %00110101 ; ██ █ ████ █ + .db %01111010 ; ████ █ █ █ ██ + .db %10001101 ;█ ██ █ ██ ██ + .db %10001101 ;█ ██ █ ██ ██ + .db %01111010 ; ████ █ █ █ ██ + .db %00110101 ; ██ █ ████ █ + .db %00000011 ; ███ ████ + .db %11111110 ;███████ + .db 9 + .db %00000000 + .db %10001111 + .db %11100001 + .db %10010110 + .db %01101100 + .db %01101100 + .db %10010110 + .db %11100001 + .db %10001111 +spr_boss0_3: + .db 16,11 ;bigasteroid one + .db %00011110 ; ████ + .db %01110011 ; ███ ███ + .db %01111111 ; ███████ █ + .db %01111111 ; █████████ + .db %11111110 ;███████ ███ + .db %11111111 ;███████████ + .db %11111111 ;████████████ + .db %10111110 ;█ █████ ████ + .db %01011111 ; █ ███████ + .db %00110111 ; ██ ███ + .db %00001110 ; ███ + .db 9 + .db %00000000 + .db %10000000 + .db %01000000 + .db %11000000 + .db %11100000 + .db %11100000 + .db %11110000 + .db %11110000 + .db %11000000 + .db 0 +spr_boss0_4: + .db 16,18 ;bigboss one : + .db %00000000 ; █ █ + .db %00000111 ; ███ ███ + .db %00000011 ; ████ █ + .db %00000001 ; ██ ██ + .db %00000011 ; ███ ██ + .db %00000000 ; █████ + .db %00010111 ; █ ██████████ + .db %00111111 ; ██████ ██ ██ + .db %11111000 ;█████ ██ █ ███ + .db %00001111 ; █████ ██ █ █ + .db %11111000 ;█████ ██ █ ███ + .db %00111111 ; ██████ ██ ██ + .db %00010111 ; █ ██████████ + .db %00000000 ; █████ + .db %00000011 ; ███ ██ + .db %00000001 ; ██ ██ + .db %00000011 ; ████ █ + .db %00000111 ; ███ ███ + .db 19 ; █ █ + .db %01010000 ;modelled after a Nemesis][MSX boss + .db %01110000 + .db %11010000 + .db %10110000 + .db %10110000 + .db %11111000 + .db %11111110 + .db %01101100 + .db %11010111 + .db %10110101 + .db %11010111 + .db %01101100 + .db %11111110 + .db %11111000 + .db %10110000 + .db %10110000 + .db %11010000 + .db %01110000 + .db %01010000 +spr_boss0_5: + .db 16,15 ;bigboss two : + .db %00001111 ; █████ + .db %00111110 ; █████ █████ + .db %01111101 ; █████ █ ███████ + .db %00000011 ; ██ + .db %00000100 ; █ █ + .db %00000011 ; █████ + .db %00011110 ; ████ ██ ████ + .db %11110011 ;████ ██ █ █ + .db %00011110 ; ████ ██ ████ + .db %00000011 ; █████ + .db %00000100 ; █ █ + .db %00000011 ; ██ + .db %01111101 ; █████ █ ███████ + .db %00111110 ; █████ █████ + .db %00001111 ; █████ + .db 15 ;modelled after a Nemesis][MSX boss + .db %10000000 + .db %11111000 + .db %01111111 + .db %00000000 + .db %10000000 + .db %11100000 + .db %11011110 + .db %01010000 + .db %11011110 + .db %11100000 + .db %10000000 + .db %00000000 + .db %01111111 + .db %11111000 + .db %10000000 + .db 0 ;---------------------------------------------------------------------------- ;----------------------------- logo ------------------------------------------ ;---------------------------------------------------------------------------- logo_nemesis: -.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111000 -.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11110000 -.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11100000 -.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11000000 +.db %11111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00001011,%11111111,%11111111,%11111111,%11111110 +.db %01111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00011011,%11111111,%11111111,%11111111,%11111100 +.db %00111111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%00111011,%11111111,%11111111,%11111111,%11111000 +.db %00011111,%11111111,%11111111,%11111110,%11111111,%11110111,%11111111,%11111110,%11111111,%111101111,%11111111,%01111011,%11111111,%11111111,%11111111,%11110000 .db %00000000,%00000000,%00000001,%00011110,%00010000,%00000000,%10000001,%00011110,%00010000,%000000001,%00000000,%00001000,%01000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000011,%00011110,%00110000,%00000001,%10000011,%00011110,%00110000,%000000011,%00000000,%00011000,%11000000,%00000000,%00000000,%00000000 .db %00000000,%00000000,%00000111,%00011110,%01110000,%00000011,%10000111,%00011110,%01110000,%000000111,%00000000,%00111001,%11000000,%00000000,%00000000,%00000000 @@ -3448,53 +4037,83 @@ logo_nemesis: ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- -; 0.95.A22 -- 22.X.99 -- size 5321 -; -; * total size of enemy-sprites can now be 510 bytes (space = doubled!) -; # bullets hit enemies correctly that aren't 6x6; even the 16x10 bosses! -; * at g/o or nextlevel checks for keys released instead of waiting abit -; + name stored with hiscore (max. 8 chars, Shiar.95 by default) -; + when entering hi-name DEL goes back one char (with check 4 no chars) -; # program is reloaded at start so some score-bugs solved! (_asapvar=0) -; * at death, upgrades and pickups AREN'T removed! (just armor=0) -; # bullet is not displayed after being removed anymore -; # armor-icon stays hilighted when armor is decreased -; * when stars move off screen, they are placed at a NEW y-pos! -; * the starting x-positions of stars are not random, so the stars are -; spread all over screen. y is still random and changes during game -; * make_random functions smaller and used by different procs -; # MAJOR BUG! a "random" value was placed somewhere in mem thus -; creating bugs like unexplained loss of armor and stuff! (I think) -; -; 0.96.A31 -- 31.X.99 -- size 4836 + 888 -; -; # if you were hit when armor-icon selected, prog did weird stuff -; + armor-bar (shows armor as a black line left at bottom) -; # bugs involving armor-bar changing armor to a wrong value -; # YES!!! the saving-bugs were caused by mmldir: it reset all data -; at mem $8000, so data is now stored at asmexecram+6000 instead! -; * external levels. All leveldata is loaded from "nemesis0"-var -; * some optimization (like cal\ret>jp + unused code removed/shortened) -; * storyline is loaded from level-file (will be compressed later..) -; + story can be _between_ levels, not only at the start of a new game -; * "new game" and "continue" in main menu are swapped (new comes 1st) -; * enemy bullets can do more than one damage: differs per level -; * collision does 4 damage, ground does 5, you start with 12 armor -; # running the level-file no longer crashes your calc but just returns -; * you now move 1.5 pixels per frame! this way you can outrun enemies -; * hellofajob but enemy-data is now stored at one location in 6 bytes, -; instead of two 4-byte spaces 40 bytes apart! (cleaner code; faster) -; * ground/ceiling/stars are continued when at boss (c00l level 3 boss) -; -; 0.97.622 -- 06.VI.99 -- size 5kb +; 0.98.77 -- 7.VII.00 -- size 6707 ; ; # bullets do damage in all levels ; * more armor at armor-upgrade and extra armor at end of a level ; - internal levels again (no need 4 external, safer/smaller) ; # some registers not correctly pushed/popped ; * several optimizations (init.procs some bytes smaller) +; # enemies hit with hitpoints left disappeared (one pop too much...) ; + bullets "charge up" (more damage) when not firing +; - removed contrast changes ; + more powerful bullets have different sprites (larger=more damage) +; # multiples appear at your position (begin level/just selected) +; # when invulnerable multiples acted weird +; # no more error at activation after APD off after running Nemesis +; # saves correctly if own name ain't "nemesis" + some bytes smaller +; # screen wasn't always entirely cleared after quit +; * waits until all keys have been released after death +; + different bullets sizes will miss if they're too small +; + at level start "press F1 to save"-text will be displayed +; * w3.shiar.org displayed at title screen, black bar behind version nr +; # score to 0 when exit pressed at main menu +; # no residual story-text in first frame of game +; # game doesn't continue again after death (stack messed up) +; # game over when lives<0 (didn't work in v0.96+) +; * using some self-modifiing code (so it's smaller) +; # new random procedure: stars don't appear on one line anymore +; * weapons appear centered at multiples +; * laser properties can be changed (damage, charge) +; + weapon can be combination of bullets/lasers (max. of 3 per weapon) +; * bullet-icon is removed when laser is selected +; * enemy sprite table integrated in enemy specs (-1 byte/enemy) +; + random enemy is chosen from any number of enemies per level +; * time to first enemy fire defined per enemy, not per level +; + CLIPPED sprites!! no more in/out popping enemies! wow... +; * bullets/enemies removed when _entirely_ off screen +; # enemies would sometimes be hit by bullets going right below them +; # size of the second bullet was too big (invisible hit) +; * the frequency an enemy fires bullets is defined per enemy +; + wide clipped sprites implemented (width 1-16 pixels) +; # bosses first move left until x=100, otherwise they'd be off-screen +; * at status bar left below ships are displayed for lives left +; * armor bar is two pixels high (better visible) +; # bullet overflow fixed again (>63 bullets fired) +; # correct weapon loaded when continuing a saved game +; # game freezed when generating a random value <=1 +; * you explode in a different way than the enemies +; + screen inverts for a brief time when you are hit! +; # stats-bar was messed up when ya got 0 lives left +; * two new (big) bosses modeled after a common MSX Nemesis2-boss +; * score increased once every 32 frames (instead of every 256) +; # ground fixed for new random routine (smaller routine; incs -2 to 2) +; + laser will upgrade as well when you reselect it +; * 2nd can be used in main menu (wow!) +; # altered variable storage space because of Nemesis grew beyond 6kb +; # fixed armor bar display when at maximum +; + a few new enemies (asteroids) and remade 1st 4 levels; new pickup +; - torpedo since it was kinda useless +; + second icon now selects TAIL BEAM: bullet going backwards +; # armor increase at the end of a level doesn't overflow armorbar +; + you can choose your own ship out of four vessel after NEW GAME! +; + enemies can appear at any x-position and move both left and right +; + move patterns given per enemy, not per level +; * new (faster) enemy-move system; 10 basic moves (x2 left+right) +; # enemies can _never_ move above or below visible screen +; * "randomY"-enemies are placed entirely on screen (height calced) +; # the major TI-OS crash bug WAS afterall caused by sprites drawn +; (partially) outside screen memory. temporarily fixed by setting +; virtual screen buffer to $8200 (enough mem there) +; + upto 29 cool enemy sprites and redone first five levels +; * improved enemy-move routine; smooth luring, five speeds+backwards +; # after pause weapon will not be fired +; # teacher key fixed (waits for GRAPH to be release before&after) +; +; 0.99.79 -- 9.VII.00 -- size 6747 ; +; + you can have upto FOUR multiples! (~20 pixels apart) ; -; + added - removed * changed # bug fixed \ No newline at end of file +; + added - removed * changed # bug fixed + +;bullet handling: (255/enemy)+419+putsprite cycles per bullet